#include "wined3d_private.h"
-#ifdef _MSC_VER
-#define copysignf(x, y) ((x) < 0.0f ? -fabsf(y) : fabsf(y))
-#endif
-
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+#define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
+
+static const struct
+{
+ enum wined3d_format_id id;
+ unsigned int idx;
+}
+format_index_remap[] =
+{
+ {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
+ {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
+ {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
+ {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
+ {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
+ {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
+ {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
+ {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
+ {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
+ {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
+ {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
+ {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
+ {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
+ {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
+ {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
+ {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
+ {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
+ {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
+ {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
+ {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
+ {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
+ {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
+ {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
+};
+
+#define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
+
struct wined3d_format_channels
{
enum wined3d_format_id id;
{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
- /* IEEE formats */
- {WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
- {WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
- {WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
- {WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
/* Hmm? */
{WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
- /* Float */
- {WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
- {WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
- {WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
{WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
/* Palettized formats */
{WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
{WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
/* Standard ARGB formats. */
{WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
- {WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
- {WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
{WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
{WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
{WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
{WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
{WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
- {WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
- {WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
- {WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
- {WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
- {WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
- {WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
- {WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
/* Luminance */
{WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
{WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
{WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
/* Bump mapping stuff */
- {WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
- {WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
{WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
{WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
{WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
- {WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
{WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
{WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
{WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
{WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
{WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
{WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
- {WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
- {WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
- {WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
- {WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
- {WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
- {WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
/* Vendor-specific formats */
+ {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
/* Typeless */
- {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
- {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
+ {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
+ {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
+ {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
+ {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
+ {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
+ {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
- {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
- {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
{WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
- {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
- {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
- {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
+ {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
+ {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
+ {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
+ {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
+ {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
+ {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
+ {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
+ {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
+ {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
+ {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
+ {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
+};
+
+enum wined3d_channel_type
+{
+ WINED3D_CHANNEL_TYPE_NONE,
+ WINED3D_CHANNEL_TYPE_UNORM,
+ WINED3D_CHANNEL_TYPE_SNORM,
+ WINED3D_CHANNEL_TYPE_UINT,
+ WINED3D_CHANNEL_TYPE_SINT,
+ WINED3D_CHANNEL_TYPE_FLOAT,
+ WINED3D_CHANNEL_TYPE_DEPTH,
+ WINED3D_CHANNEL_TYPE_STENCIL,
+};
+
+struct wined3d_typed_format_info
+{
+ enum wined3d_format_id id;
+ enum wined3d_format_id typeless_id;
+ const char *channels;
+};
+
+/**
+ * The last entry for a given typeless format defines its internal format.
+ *
+ * u - WINED3D_CHANNEL_TYPE_UNORM
+ * i - WINED3D_CHANNEL_TYPE_SNORM
+ * U - WINED3D_CHANNEL_TYPE_UINT
+ * I - WINED3D_CHANNEL_TYPE_SINT
+ * F - WINED3D_CHANNEL_TYPE_FLOAT
+ * D - WINED3D_CHANNEL_TYPE_DEPTH
+ * S - WINED3D_CHANNEL_TYPE_STENCIL
+ */
+static const struct wined3d_typed_format_info typed_formats[] =
+{
+ {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
+ {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
+ {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
+ {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
+ {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
+ {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
+ {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
+ {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
+ {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
+ {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
+ {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
+ {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
+ {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
+ {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
+ {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
+ {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
+ {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
+ {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
+ {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
+ {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
+ {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
+ {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
+ {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
+ {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
+ {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
+ {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
+ {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
+ {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
+ {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
+ {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
+ {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
+ {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
+ {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
+ {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
+ {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
+ {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
+ {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
+ {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
+ {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
+ {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuu"},
+ {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuu"},
};
struct wined3d_format_base_flags
{WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
+ {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
{WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
- {WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
- {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
- {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
- {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
- {WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
- {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
- {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
};
static const struct wined3d_format_block_info format_block_info[] =
{
- {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
- {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
- {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
- {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
- {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
- {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
- {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
- {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
+ {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
+ {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
+ {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
+ {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
+ {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
+ {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
+ {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
+ {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
+ {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
+ {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
+ {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
+ {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
};
struct wined3d_format_vertex_info
for (x = 0; x < width; x++ )
{
unsigned char color = (*Source++);
- /* A */ Dest[1] = (color & 0xf0) << 0;
- /* L */ Dest[0] = (color & 0x0f) << 4;
+ /* A */ Dest[1] = (color & 0xf0u) << 0;
+ /* L */ Dest[0] = (color & 0x0fu) << 4;
Dest += 2;
}
}
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
- const WORD *Source;
+ unsigned char r_in, g_in, l_in;
+ const unsigned short *texel_in;
+ unsigned short *texel_out;
+
+ /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
+ * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
+ * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
+ * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
+ for (z = 0; z < depth; z++)
+ {
+ for (y = 0; y < height; y++)
+ {
+ texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
+ texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
+ for (x = 0; x < width; x++ )
+ {
+ l_in = (*texel_in & 0xfc00u) >> 10;
+ g_in = (*texel_in & 0x03e0u) >> 5;
+ r_in = *texel_in & 0x001fu;
+
+ *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
+ texel_out++;
+ texel_in++;
+ }
+ }
+ }
+}
+
+static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
+ UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
+{
+ unsigned int x, y, z;
+ unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
+ const unsigned short *texel_in;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
- unsigned short *Dest_s = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
- Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
+ texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
+ texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
- short color = (*Source++);
- unsigned char l = ((color >> 10) & 0xfc);
- short v = ((color >> 5) & 0x3e);
- short u = ((color ) & 0x1f);
- short v_conv = v + 16;
- short u_conv = u + 16;
-
- *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
- Dest_s += 1;
+ l_in = (*texel_in & 0xfc00u) >> 10;
+ g_in = (*texel_in & 0x03e0u) >> 5;
+ r_in = *texel_in & 0x001fu;
+
+ r_out = r_in << 3;
+ if (!(r_in & 0x10)) /* r > 0 */
+ r_out |= r_in >> 1;
+
+ g_out = g_in << 3;
+ if (!(g_in & 0x10)) /* g > 0 */
+ g_out |= g_in >> 1;
+
+ texel_out[0] = r_out;
+ texel_out[1] = g_out;
+ texel_out[2] = l_in << 1 | l_in >> 5;
+ texel_out[3] = 0;
+
+ texel_out += 4;
+ texel_in++;
}
}
}
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
- const WORD *Source;
- unsigned char *Dest;
+ unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
+ const unsigned short *texel_in;
/* This makes the gl surface bigger(24 bit instead of 16), but it works with
* fixed function and shaders without further conversion once the surface is
- * loaded
- */
+ * loaded.
+ *
+ * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
+ * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
+ * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
+ * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
- Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
- Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
+ texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
+ texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
- short color = (*Source++);
- unsigned char l = ((color >> 10) & 0xfc);
- char v = ((color >> 5) & 0x3e);
- char u = ((color ) & 0x1f);
-
- /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
- * and doubles the positive range. Thus shift left only once, gl does the 2nd
- * shift. GL reads a signed value and converts it into an unsigned value.
- */
- /* M */ Dest[2] = l << 1;
+ l_in = (*texel_in & 0xfc00u) >> 10;
+ g_in = (*texel_in & 0x03e0u) >> 5;
+ r_in = *texel_in & 0x001fu;
- /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
- * from 5 bit values to 8 bit values.
- */
- /* V */ Dest[1] = v << 3;
- /* U */ Dest[0] = u << 3;
- Dest += 3;
+ ds_out = r_in << 3;
+ if (!(r_in & 0x10)) /* r > 0 */
+ ds_out |= r_in >> 1;
+
+ dt_out = g_in << 3;
+ if (!(g_in & 0x10)) /* g > 0 */
+ dt_out |= g_in >> 1;
+
+ texel_out[0] = ds_out;
+ texel_out[1] = dt_out;
+ texel_out[2] = l_in << 1 | l_in >> 5;
+
+ texel_out += 3;
+ texel_in++;
}
}
}
for (x = 0; x < width; ++x)
{
- dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
+ dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
dest_s[x * 2 + 1] = source[x] & 0xff;
}
}
}
}
+static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
+{
+ /* FIXME: Is this really how color keys are supposed to work? I think it
+ * makes more sense to compare the individual channels. */
+ return color >= color_key->color_space_low_value
+ && color <= color_key->color_space_high_value;
+}
+
+static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
+ BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
+ const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
+{
+ const BYTE *src_row;
+ unsigned int x, y;
+ DWORD *dst_row;
+
+ if (!palette)
+ {
+ /* FIXME: This should probably use the system palette. */
+ FIXME("P8 surface loaded without a palette.\n");
+
+ for (y = 0; y < height; ++y)
+ {
+ memset(&dst[dst_pitch * y], 0, width * 4);
+ }
+
+ return;
+ }
+
+ for (y = 0; y < height; ++y)
+ {
+ src_row = &src[src_pitch * y];
+ dst_row = (DWORD *)&dst[dst_pitch * y];
+ for (x = 0; x < width; ++x)
+ {
+ BYTE src_color = src_row[x];
+ dst_row[x] = 0xff000000
+ | (palette->colors[src_color].rgbRed << 16)
+ | (palette->colors[src_color].rgbGreen << 8)
+ | palette->colors[src_color].rgbBlue;
+ }
+ }
+}
+
+static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
+ BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
+ const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
+{
+ const WORD *src_row;
+ unsigned int x, y;
+ WORD *dst_row;
+
+ for (y = 0; y < height; ++y)
+ {
+ src_row = (WORD *)&src[src_pitch * y];
+ dst_row = (WORD *)&dst[dst_pitch * y];
+ for (x = 0; x < width; ++x)
+ {
+ WORD src_color = src_row[x];
+ if (!color_in_range(color_key, src_color))
+ dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
+ else
+ dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
+ }
+ }
+}
+
+static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
+ BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
+ const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
+{
+ const WORD *src_row;
+ unsigned int x, y;
+ WORD *dst_row;
+
+ for (y = 0; y < height; ++y)
+ {
+ src_row = (WORD *)&src[src_pitch * y];
+ dst_row = (WORD *)&dst[dst_pitch * y];
+ for (x = 0; x < width; ++x)
+ {
+ WORD src_color = src_row[x];
+ if (color_in_range(color_key, src_color))
+ dst_row[x] = src_color & ~0x8000;
+ else
+ dst_row[x] = src_color | 0x8000;
+ }
+ }
+}
+
+static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
+ BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
+ const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
+{
+ const BYTE *src_row;
+ unsigned int x, y;
+ DWORD *dst_row;
+
+ for (y = 0; y < height; ++y)
+ {
+ src_row = &src[src_pitch * y];
+ dst_row = (DWORD *)&dst[dst_pitch * y];
+ for (x = 0; x < width; ++x)
+ {
+ DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
+ if (!color_in_range(color_key, src_color))
+ dst_row[x] = src_color | 0xff000000;
+ }
+ }
+}
+
+static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
+ BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
+ const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
+{
+ const DWORD *src_row;
+ unsigned int x, y;
+ DWORD *dst_row;
+
+ for (y = 0; y < height; ++y)
+ {
+ src_row = (DWORD *)&src[src_pitch * y];
+ dst_row = (DWORD *)&dst[dst_pitch * y];
+ for (x = 0; x < width; ++x)
+ {
+ DWORD src_color = src_row[x];
+ if (color_in_range(color_key, src_color))
+ dst_row[x] = src_color & ~0xff000000;
+ else
+ dst_row[x] = src_color | 0xff000000;
+ }
+ }
+}
+
+static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
+ BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
+ const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
+{
+ const DWORD *src_row;
+ unsigned int x, y;
+ DWORD *dst_row;
+
+ for (y = 0; y < height; ++y)
+ {
+ src_row = (DWORD *)&src[src_pitch * y];
+ dst_row = (DWORD *)&dst[dst_pitch * y];
+ for (x = 0; x < width; ++x)
+ {
+ DWORD src_color = src_row[x];
+ if (color_in_range(color_key, src_color))
+ src_color &= ~0xff000000;
+ dst_row[x] = src_color;
+ }
+ }
+}
+
+const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
+ const struct wined3d_texture *texture, BOOL need_alpha_ck)
+{
+ const struct wined3d_format *format = texture->resource.format;
+ unsigned int i;
+
+ static const struct
+ {
+ enum wined3d_format_id src_format;
+ struct wined3d_color_key_conversion conversion;
+ }
+ color_key_info[] =
+ {
+ {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
+ {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
+ {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
+ {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
+ {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
+ };
+ static const struct wined3d_color_key_conversion convert_p8 =
+ {
+ WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
+ };
+
+ if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
+ {
+ for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
+ {
+ if (color_key_info[i].src_format == format->id)
+ return &color_key_info[i].conversion;
+ }
+
+ FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
+ }
+
+ /* FIXME: This should check if the blitter backend can do P8 conversion,
+ * instead of checking for ARB_fragment_program. */
+ if (format->id == WINED3DFMT_P8_UINT
+ && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
+ && texture->swapchain && texture == texture->swapchain->front_buffer))
+ return &convert_p8;
+
+ return NULL;
+}
+
/* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
*
* These are never supported on native.
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
+ {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_COMPRESSED,
+ EXT_TEXTURE_COMPRESSION_S3TC, NULL},
+ {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_COMPRESSED,
+ EXT_TEXTURE_COMPRESSION_S3TC, NULL},
+ {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_COMPRESSED,
+ EXT_TEXTURE_COMPRESSION_S3TC, NULL},
/* IEEE formats */
{WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
GL_RED, GL_FLOAT, 0,
GL_RG, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_RG, NULL},
+ {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
+ GL_RGB, GL_FLOAT, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
+ ARB_TEXTURE_FLOAT, NULL},
{WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
GL_RGBA, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
| WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, NULL},
/* Palettized formats */
- {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
+ {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
0,
- ARB_FRAGMENT_PROGRAM, NULL},
+ 0, NULL},
/* Standard ARGB formats */
{WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGR, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
- {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
+ {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_RENDERTARGET,
+ ARB_ES2_COMPATIBILITY, NULL},
+ {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
+ {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
+ GL_RED, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
+ ARB_TEXTURE_RG, NULL},
{WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
- {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
+ {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
- | WINED3DFMT_FLAG_RENDERTARGET,
+ | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
+ | WINED3DFMT_FLAG_VTF,
WINED3D_GL_EXT_NONE, NULL},
+ {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
+ GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
+ WINED3DFMT_FLAG_TEXTURE,
+ ARB_TEXTURE_RGB10_A2UI, NULL},
+ {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
+ GL_RGBA_INTEGER, GL_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE,
+ EXT_TEXTURE_INTEGER, NULL},
{WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
+ {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
+ GL_RG, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
+ ARB_TEXTURE_RG, NULL},
+ {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
+ GL_RED, GL_UNSIGNED_SHORT, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_RENDERTARGET,
+ ARB_TEXTURE_RG, NULL},
+ {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
+ GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
+ WINED3DFMT_FLAG_TEXTURE,
+ ARB_TEXTURE_RG, NULL},
/* Luminance */
{WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
+ {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
+ GL_RG, GL_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_BUMPMAP,
+ EXT_TEXTURE_SNORM, NULL},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
+ {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
+ GL_RGBA, GL_BYTE, 4,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_BUMPMAP,
+ EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
+ {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
+ GL_RGBA, GL_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_BUMPMAP,
+ EXT_TEXTURE_SNORM, NULL},
{WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
GL_BGR, GL_UNSIGNED_SHORT, 6,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
+ {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
+ GL_RG, GL_SHORT, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_BUMPMAP,
+ EXT_TEXTURE_SNORM, NULL},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
+ {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
+ GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
+ WINED3DFMT_FLAG_TEXTURE,
+ EXT_TEXTURE_INTEGER, NULL},
+ {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
+ GL_RGBA_INTEGER, GL_INT, 0,
+ WINED3DFMT_FLAG_TEXTURE,
+ EXT_TEXTURE_INTEGER, NULL},
/* Vendor-specific formats */
+ {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
+ GL_RED, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_COMPRESSED,
+ ARB_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
+ EXT_TEXTURE_COMPRESSION_RGTC, NULL},
+ {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
+ GL_RG, GL_UNSIGNED_BYTE, 0,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
+ | WINED3DFMT_FLAG_COMPRESSED,
ARB_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
ARB_FRAMEBUFFER_OBJECT, NULL},
{WINED3DFMT_NULL, 0, 0, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
ARB_FRAMEBUFFER_OBJECT, NULL},
};
-static inline int getFmtIdx(enum wined3d_format_id format_id)
+struct wined3d_format_srgb_info
{
- /* First check if the format is at the position of its value.
- * This will catch the argb formats before the loop is entered. */
- if (format_id < (sizeof(formats) / sizeof(*formats))
- && formats[format_id].id == format_id)
- {
+ enum wined3d_format_id srgb_format_id;
+ enum wined3d_format_id base_format_id;
+};
+
+static const struct wined3d_format_srgb_info format_srgb_info[] =
+{
+ {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
+ {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
+ {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
+ {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
+ {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
+ {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
+ {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
+};
+
+static inline int get_format_idx(enum wined3d_format_id format_id)
+{
+ unsigned int i;
+
+ if (format_id < WINED3D_FORMAT_FOURCC_BASE)
return format_id;
- }
- else
- {
- unsigned int i;
- for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
- {
- if (formats[i].id == format_id) return i;
- }
+ for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
+ {
+ if (format_index_remap[i].id == format_id)
+ return format_index_remap[i].idx;
}
+
return -1;
}
+static void format_set_flag(struct wined3d_format *format, unsigned int flag)
+{
+ unsigned int i;
+
+ for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
+ format->flags[i] |= flag;
+}
+
+static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
+{
+ unsigned int i;
+
+ for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
+ format->flags[i] &= ~flag;
+}
+
+static enum wined3d_channel_type map_channel_type(char t)
+{
+ switch (t)
+ {
+ case 'u':
+ return WINED3D_CHANNEL_TYPE_UNORM;
+ case 'i':
+ return WINED3D_CHANNEL_TYPE_SNORM;
+ case 'U':
+ return WINED3D_CHANNEL_TYPE_UINT;
+ case 'I':
+ return WINED3D_CHANNEL_TYPE_SINT;
+ case 'F':
+ return WINED3D_CHANNEL_TYPE_FLOAT;
+ case 'D':
+ return WINED3D_CHANNEL_TYPE_DEPTH;
+ case 'S':
+ return WINED3D_CHANNEL_TYPE_STENCIL;
+ default:
+ ERR("Invalid channel type '%c'.\n", t);
+ return WINED3D_CHANNEL_TYPE_NONE;
+ }
+}
+
static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
{
- UINT format_count = sizeof(formats) / sizeof(*formats);
- UINT i;
+ unsigned int i, j;
- gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
- if (!gl_info->formats)
+ gl_info->format_count = WINED3D_FORMAT_COUNT;
+ if (!(gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+ gl_info->format_count * sizeof(*gl_info->formats))))
{
ERR("Failed to allocate memory.\n");
return FALSE;
}
- for (i = 0; i < format_count; ++i)
+ for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
- struct wined3d_format *format = &gl_info->formats[i];
+ struct wined3d_format *format;
+ int fmt_idx;
+
+ fmt_idx = get_format_idx(formats[i].id);
+ if (fmt_idx == -1)
+ {
+ ERR("Could not allocate index for format %s %#x.\n",
+ debug_d3dformat(formats[i].id), formats[i].id);
+ goto fail;
+ }
+ format = &gl_info->formats[fmt_idx];
+
format->id = formats[i].id;
format->red_size = formats[i].red_size;
format->green_size = formats[i].green_size;
format->block_byte_count = formats[i].bpp;
}
- for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
+ for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
{
- int fmt_idx = getFmtIdx(format_base_flags[i].id);
+ const struct wined3d_format *typeless_format;
+ struct wined3d_format *format;
+ DWORD flags = 0;
+ int fmt_idx;
+ fmt_idx = get_format_idx(typed_formats[i].id);
if (fmt_idx == -1)
{
- ERR("Format %s (%#x) not found.\n",
- debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
- HeapFree(GetProcessHeap(), 0, gl_info->formats);
- return FALSE;
+ ERR("Could not allocate index for format %s %#x.\n",
+ debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
+ goto fail;
}
+ format = &gl_info->formats[fmt_idx];
- gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
- }
+ typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
+ if (typeless_format->id == WINED3DFMT_UNKNOWN)
+ {
+ ERR("Typeless format %s (%#x) not found.\n",
+ debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
+ goto fail;
+ }
- return TRUE;
-}
+ format->id = typed_formats[i].id;
+ format->red_size = typeless_format->red_size;
+ format->green_size = typeless_format->green_size;
+ format->blue_size = typeless_format->blue_size;
+ format->alpha_size = typeless_format->alpha_size;
+ format->red_offset = typeless_format->red_offset;
+ format->green_offset = typeless_format->green_offset;
+ format->blue_offset = typeless_format->blue_offset;
+ format->alpha_offset = typeless_format->alpha_offset;
+ format->byte_count = typeless_format->byte_count;
+ format->depth_size = typeless_format->depth_size;
+ format->stencil_size = typeless_format->stencil_size;
+ format->block_width = typeless_format->block_width;
+ format->block_height = typeless_format->block_height;
+ format->block_byte_count = typeless_format->block_byte_count;
+
+ for (j = 0; j < strlen(typed_formats[i].channels); ++j)
+ {
+ enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
+ if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
+ flags |= WINED3DFMT_FLAG_INTEGER;
+ if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
+ flags |= WINED3DFMT_FLAG_FLOAT;
+ }
-static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
-{
- unsigned int i;
+ format_set_flag(format, flags);
+ }
+
+ for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
+ {
+ int fmt_idx = get_format_idx(format_base_flags[i].id);
+
+ if (fmt_idx == -1)
+ {
+ ERR("Format %s (%#x) not found.\n",
+ debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
+ goto fail;
+ }
+
+ format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
+ }
+
+ return TRUE;
+
+fail:
+ HeapFree(GetProcessHeap(), 0, gl_info->formats);
+ return FALSE;
+}
+
+static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
+{
+ unsigned int i;
for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
{
struct wined3d_format *format;
- int fmt_idx = getFmtIdx(format_block_info[i].id);
+ int fmt_idx = get_format_idx(format_block_info[i].id);
if (fmt_idx == -1)
{
format->block_width = format_block_info[i].block_width;
format->block_height = format_block_info[i].block_height;
format->block_byte_count = format_block_info[i].block_byte_count;
- format->flags |= WINED3DFMT_FLAG_BLOCKS;
+ format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
if (!format_block_info[i].verify)
- format->flags |= WINED3DFMT_FLAG_BLOCKS_NO_VERIFY;
+ format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
}
return TRUE;
}
+static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
+{
+ switch (type)
+ {
+ case WINED3D_GL_RES_TYPE_TEX_1D:
+ return GL_TEXTURE_1D;
+ case WINED3D_GL_RES_TYPE_TEX_2D:
+ return GL_TEXTURE_2D;
+ case WINED3D_GL_RES_TYPE_TEX_3D:
+ return GL_TEXTURE_3D;
+ case WINED3D_GL_RES_TYPE_TEX_CUBE:
+ return GL_TEXTURE_CUBE_MAP_ARB;
+ case WINED3D_GL_RES_TYPE_TEX_RECT:
+ return GL_TEXTURE_RECTANGLE_ARB;
+ case WINED3D_GL_RES_TYPE_BUFFER:
+ return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
+ case WINED3D_GL_RES_TYPE_RB:
+ return GL_RENDERBUFFER;
+ case WINED3D_GL_RES_TYPE_COUNT:
+ break;
+ }
+ ERR("Unexpected GL resource type %u.\n", type);
+ return 0;
+}
+
+static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
+ enum wined3d_gl_resource_type d3d_type, GLuint object)
+{
+ switch (d3d_type)
+ {
+ case WINED3D_GL_RES_TYPE_TEX_1D:
+ case WINED3D_GL_RES_TYPE_TEX_2D:
+ case WINED3D_GL_RES_TYPE_TEX_RECT:
+ case WINED3D_GL_RES_TYPE_TEX_3D:
+ case WINED3D_GL_RES_TYPE_TEX_CUBE:
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
+ break;
+
+ case WINED3D_GL_RES_TYPE_RB:
+ gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
+ break;
+
+ case WINED3D_GL_RES_TYPE_BUFFER:
+ case WINED3D_GL_RES_TYPE_COUNT:
+ break;
+ }
+}
+
+/* Context activation is done by the caller. */
+static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
+ enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
+{
+ GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
+ GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
+
+ switch (d3d_type)
+ {
+ case WINED3D_GL_RES_TYPE_TEX_1D:
+ gl_info->gl_ops.gl.p_glGenTextures(1, object);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
+ gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
+ *object, 0);
+ if (flags & WINED3DFMT_FLAG_STENCIL)
+ gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
+ *object, 0);
+ break;
+
+ case WINED3D_GL_RES_TYPE_TEX_2D:
+ case WINED3D_GL_RES_TYPE_TEX_RECT:
+ gl_info->gl_ops.gl.p_glGenTextures(1, object);
+ gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
+ gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
+ wined3d_gl_type_to_enum(d3d_type), *object, 0);
+ if (flags & WINED3DFMT_FLAG_STENCIL)
+ gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ wined3d_gl_type_to_enum(d3d_type), *object, 0);
+ break;
+
+ case WINED3D_GL_RES_TYPE_TEX_3D:
+ gl_info->gl_ops.gl.p_glGenTextures(1, object);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
+ GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
+ GL_TEXTURE_3D, *object, 0, 0);
+ if (flags & WINED3DFMT_FLAG_STENCIL)
+ gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_TEXTURE_3D, *object, 0, 0);
+ break;
+
+ case WINED3D_GL_RES_TYPE_TEX_CUBE:
+ gl_info->gl_ops.gl.p_glGenTextures(1, object);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
+ format, type, NULL);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
+ if (flags & WINED3DFMT_FLAG_STENCIL)
+ gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
+ break;
+
+ case WINED3D_GL_RES_TYPE_RB:
+ gl_info->fbo_ops.glGenRenderbuffers(1, object);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
+ *object);
+ if (flags & WINED3DFMT_FLAG_STENCIL)
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
+ *object);
+ break;
+
+ case WINED3D_GL_RES_TYPE_BUFFER:
+ case WINED3D_GL_RES_TYPE_COUNT:
+ break;
+ }
+
+ /* Ideally we'd skip all formats already known not to work on textures
+ * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
+ * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
+ * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
+ * errors generated by invalid formats. */
+ while (gl_info->gl_ops.gl.p_glGetError());
+}
+
+static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
+ const struct wined3d_color *color)
+{
+ const struct wined3d_gl_info *gl_info = ctx->gl_info;
+ static const struct wined3d_vec3 default_geometry[] =
+ {
+ {-1.0f, -1.0f, 0.0f},
+ { 1.0f, -1.0f, 0.0f},
+ {-1.0f, 1.0f, 0.0f},
+ { 1.0f, 1.0f, 0.0f},
+ };
+ static const char vs_core_header[] =
+ "#version 150\n"
+ "in vec4 pos;\n"
+ "in vec4 color;\n"
+ "out vec4 out_color;\n"
+ "\n";
+ static const char vs_legacy_header[] =
+ "#version 120\n"
+ "attribute vec4 pos;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 out_color;\n"
+ "\n";
+ static const char vs_body[] =
+ "void main()\n"
+ "{\n"
+ " gl_Position = pos;\n"
+ " out_color = color;\n"
+ "}\n";
+ static const char fs_core[] =
+ "#version 150\n"
+ "in vec4 out_color;\n"
+ "out vec4 fragment_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " fragment_color = out_color;\n"
+ "}\n";
+ static const char fs_legacy[] =
+ "#version 120\n"
+ "varying vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragData[0] = out_color;\n"
+ "}\n";
+ const char *source[2];
+ GLuint vs_id, fs_id;
+ unsigned int i;
+
+ if (!geometry)
+ geometry = default_geometry;
+
+ if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
+ || !gl_info->supported[ARB_FRAGMENT_SHADER])
+ {
+ gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
+ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
+ gl_info->gl_ops.gl.p_glLoadIdentity();
+ gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
+ gl_info->gl_ops.gl.p_glLoadIdentity();
+
+ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
+ gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
+ for (i = 0; i < 4; ++i)
+ gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
+ gl_info->gl_ops.gl.p_glEnd();
+ checkGLcall("Drawing a quad");
+ return;
+ }
+
+ if (!ctx->test_vbo)
+ GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
+ GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
+ GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
+ GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
+ GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
+ GL_EXTCALL(glEnableVertexAttribArray(0));
+ GL_EXTCALL(glDisableVertexAttribArray(1));
+
+ if (!ctx->test_program_id)
+ {
+ ctx->test_program_id = GL_EXTCALL(glCreateProgram());
+
+ vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
+ source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
+ source[1] = vs_body;
+ GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
+ GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
+ GL_EXTCALL(glDeleteShader(vs_id));
+
+ fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
+ source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
+ GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
+ GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
+ GL_EXTCALL(glDeleteShader(fs_id));
+
+ GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
+ GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
+
+ GL_EXTCALL(glCompileShader(vs_id));
+ print_glsl_info_log(gl_info, vs_id, FALSE);
+ GL_EXTCALL(glCompileShader(fs_id));
+ print_glsl_info_log(gl_info, fs_id, FALSE);
+ GL_EXTCALL(glLinkProgram(ctx->test_program_id));
+ shader_glsl_validate_link(gl_info, ctx->test_program_id);
+ }
+ GL_EXTCALL(glUseProgram(ctx->test_program_id));
+
+ gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ GL_EXTCALL(glUseProgram(0));
+ GL_EXTCALL(glDisableVertexAttribArray(0));
+ GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
+ checkGLcall("Drawing a quad");
+}
+
/* Context activation is done by the caller. */
-static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
+static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
{
/* Check if the default internal format is supported as a frame buffer
* target, otherwise fall back to the render target internal.
*
* Try to stick to the standard format if possible, this limits precision differences. */
- GLenum status;
- GLuint tex;
+ static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
+ static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
+ const struct wined3d_gl_info *gl_info = ctx->gl_info;
+ GLenum status, rt_internal = format->rtInternal;
+ GLuint object, color_rb;
+ enum wined3d_gl_resource_type type;
+ BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
- while (gl_info->gl_ops.gl.p_glGetError());
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
- gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
+ for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
+ {
+ const char *type_string = "color";
- gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0,
- format->glFormat, format->glType, NULL);
- gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ if (type == WINED3D_GL_RES_TYPE_BUFFER)
+ continue;
- gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
+ create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
+ format->glFormat, format->glType);
- status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
- checkGLcall("Framebuffer format check");
+ if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ {
+ gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
+ if (type == WINED3D_GL_RES_TYPE_TEX_1D)
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
+ else
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
- if (status == GL_FRAMEBUFFER_COMPLETE)
- {
- TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
- format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
- format->rtInternal = format->glInternal;
- }
- else
- {
- if (!format->rtInternal)
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
+ checkGLcall("Create and attach color rb attachment");
+ type_string = "depth / stencil";
+ }
+
+ status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ checkGLcall("Framebuffer format check");
+
+ if (status == GL_FRAMEBUFFER_COMPLETE)
+ {
+ TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
+ debug_d3dformat(format->id), type_string, type);
+ format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
+ format->rtInternal = format->glInternal;
+ regular_fmt_used = TRUE;
+ }
+ else
{
- if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
+ if (!rt_internal)
{
- FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
- " and no fallback specified.\n", debug_d3dformat(format->id));
- format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
+ {
+ WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
+ " and no fallback specified.\n", debug_d3dformat(format->id), type);
+ format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ }
+ else
+ {
+ TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
+ debug_d3dformat(format->id), type_string, type);
+ }
+ format->rtInternal = format->glInternal;
}
else
{
- TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
+ TRACE("Format %s is not supported as FBO %s attachment (type %u),"
+ " trying rtInternal format as fallback.\n",
+ debug_d3dformat(format->id), type_string, type);
+
+ while (gl_info->gl_ops.gl.p_glGetError());
+
+ delete_fbo_attachment(gl_info, type, object);
+ create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
+ format->glFormat, format->glType);
+
+ status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ checkGLcall("Framebuffer format check");
+
+ if (status == GL_FRAMEBUFFER_COMPLETE)
+ {
+ TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
+ debug_d3dformat(format->id), type_string, type);
+ fallback_fmt_used = TRUE;
+ }
+ else
+ {
+ WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
+ debug_d3dformat(format->id), type_string, type);
+ format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ }
}
- format->rtInternal = format->glInternal;
}
- else
+
+ if (status == GL_FRAMEBUFFER_COMPLETE
+ && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
+ || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
+ && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
+ && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
+ && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
+ && (format->red_size || format->alpha_size))
{
- TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
- debug_d3dformat(format->id));
+ DWORD readback[16 * 16 * 16], color, r_range, a_range;
+ BYTE r, a;
+ BOOL match = TRUE;
+ GLuint rb;
- while (gl_info->gl_ops.gl.p_glGetError());
+ if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
+ || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
+ {
+ gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
+ if (type == WINED3D_GL_RES_TYPE_TEX_1D)
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
+ else
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
+ checkGLcall("RB attachment");
+ }
- gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
+ gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
+ if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
+ {
+ while (gl_info->gl_ops.gl.p_glGetError());
+ TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
+ if (type == WINED3D_GL_RES_TYPE_TEX_1D)
+ gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
+ else
+ gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
+ gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0,
- format->glFormat, format->glType, NULL);
- gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ draw_test_quad(ctx, NULL, &black);
- gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
+ gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
- status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
- checkGLcall("Framebuffer format check");
+ draw_test_quad(ctx, NULL, &half_transparent_red);
- if (status == GL_FRAMEBUFFER_COMPLETE)
- {
- TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
- debug_d3dformat(format->id));
+ gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
+
+ switch (type)
+ {
+ case WINED3D_GL_RES_TYPE_TEX_1D:
+ /* Rebinding texture to workaround a fglrx bug. */
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
+ GL_UNSIGNED_INT_8_8_8_8_REV, readback);
+ color = readback[7];
+ break;
+
+ case WINED3D_GL_RES_TYPE_TEX_2D:
+ case WINED3D_GL_RES_TYPE_TEX_3D:
+ case WINED3D_GL_RES_TYPE_TEX_RECT:
+ /* Rebinding texture to workaround a fglrx bug. */
+ gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
+ gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
+ GL_UNSIGNED_INT_8_8_8_8_REV, readback);
+ color = readback[7 * 16 + 7];
+ break;
+
+ case WINED3D_GL_RES_TYPE_TEX_CUBE:
+ /* Rebinding texture to workaround a fglrx bug. */
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
+ GL_UNSIGNED_INT_8_8_8_8_REV, readback);
+ color = readback[7 * 16 + 7];
+ break;
+
+ case WINED3D_GL_RES_TYPE_RB:
+ gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
+ GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
+ color = readback[7 * 16 + 7];
+ break;
+
+ case WINED3D_GL_RES_TYPE_BUFFER:
+ case WINED3D_GL_RES_TYPE_COUNT:
+ color = 0;
+ break;
+ }
+ checkGLcall("Post-pixelshader blending check");
+
+ a = color >> 24;
+ r = (color & 0x00ff0000u) >> 16;
+
+ r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
+ a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
+ if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
+ match = FALSE;
+ else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
+ match = FALSE;
+ if (!match)
+ {
+ TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
+ debug_d3dformat(format->id), type);
+ TRACE("Color output: %#x\n", color);
+ format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ }
+ else
+ {
+ TRACE("Format %s supports post-pixelshader blending, type %u.\n",
+ debug_d3dformat(format->id), type);
+ TRACE("Color output: %#x\n", color);
+ format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ }
}
- else
+
+ if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
+ || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
- FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
- debug_d3dformat(format->id));
- format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
+ gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
+ checkGLcall("RB cleanup");
}
}
- }
-
- if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
- || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
- && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
- && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
- && (format->red_size || format->alpha_size))
- {
- DWORD readback[16 * 16], color, r_range, a_range;
- BYTE r, a;
- BOOL match = TRUE;
- GLuint rb;
- if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
- || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
+ if (format->glInternal != format->glGammaInternal)
{
- gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
- gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
- gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
- gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
- gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
- checkGLcall("RB attachment");
- }
+ delete_fbo_attachment(gl_info, type, object);
+ create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
+ format->glFormat, format->glType);
- gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
- gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
- if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
- {
- while (gl_info->gl_ops.gl.p_glGetError());
- TRACE("Format doesn't support post-pixelshader blending.\n");
- format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
- }
- else
- {
- gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
- gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
- gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
- gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
- gl_info->gl_ops.gl.p_glLoadIdentity();
- gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
- gl_info->gl_ops.gl.p_glLoadIdentity();
-
- gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- /* Draw a full-black quad */
- gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
- gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
- gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glEnd();
+ status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ checkGLcall("Framebuffer format check");
- gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
- /* Draw a half-transparent red quad */
- gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
- gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
- gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
- gl_info->gl_ops.gl.p_glEnd();
-
- gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
-
- /* Rebinding texture to workaround a fglrx bug. */
- gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
- gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
- checkGLcall("Post-pixelshader blending check");
-
- color = readback[7 * 16 + 7];
- a = color >> 24;
- r = (color & 0x00ff0000) >> 16;
-
- r_range = format->red_size < 8 ? 1 << (8 - format->red_size) : 1;
- a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size) : 1;
- if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
- match = FALSE;
- else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
- match = FALSE;
- if (!match)
+ if (status == GL_FRAMEBUFFER_COMPLETE)
{
- TRACE("Format doesn't support post-pixelshader blending.\n");
- TRACE("Color output: %#x\n", color);
- format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
else
{
- TRACE("Format supports post-pixelshader blending.\n");
- TRACE("Color output: %#x\n", color);
- format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
+ debug_d3dformat(format->id), type);
}
}
+ else if (status == GL_FRAMEBUFFER_COMPLETE)
+ format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
- if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
- || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
+ if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
- gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
- gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
- gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
- checkGLcall("RB cleanup");
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
+ gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
}
+
+ delete_fbo_attachment(gl_info, type, object);
+ checkGLcall("Framebuffer format check cleaup");
}
- if (format->glInternal != format->glGammaInternal)
+ if (fallback_fmt_used && regular_fmt_used)
{
- gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0,
- format->glFormat, format->glType, NULL);
- gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
-
- status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
- checkGLcall("Framebuffer format check");
-
- if (status == GL_FRAMEBUFFER_COMPLETE)
- {
- TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
- format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
- }
- else
- {
- WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
- }
+ FIXME("Format %s needs different render target formats for different resource types.\n",
+ debug_d3dformat(format->id));
+ format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
+ | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
}
- else if (status == GL_FRAMEBUFFER_COMPLETE)
- format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
-
- gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
}
static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
GLint internal, GLenum pname, DWORD flag, const char *string)
{
GLint value;
+ enum wined3d_gl_resource_type type;
- gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, internal, pname, 1, &value);
- if (value == GL_FULL_SUPPORT)
- {
- TRACE("Format %s supports %s.\n", debug_d3dformat(format->id), string);
- format->flags |= flag;
- }
- else
+ for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
{
- TRACE("Format %s doesn't support %s.\n", debug_d3dformat(format->id), string);
- format->flags &= ~flag;
+ gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
+ if (value == GL_FULL_SUPPORT)
+ {
+ TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
+ format->flags[type] |= flag;
+ }
+ else
+ {
+ TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
+ format->flags[type] &= ~flag;
+ }
}
}
/* Context activation is done by the caller. */
-static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
+static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
{
- unsigned int i;
+ const struct wined3d_gl_info *gl_info = ctx->gl_info;
+ unsigned int i, type;
GLuint fbo;
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
{
- for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
+ for (i = 0; i < gl_info->format_count; ++i)
{
GLint value;
struct wined3d_format *format = &gl_info->formats[i];
+ BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
+ GLenum rt_internal = format->rtInternal;
if (!format->glInternal)
continue;
- if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
- continue;
-
- gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->glInternal,
- GL_FRAMEBUFFER_RENDERABLE, 1, &value);
- if (value == GL_FULL_SUPPORT)
- {
- TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
- format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
- format->rtInternal = format->glInternal;
- query_format_flag(gl_info, format, format->glInternal, GL_FRAMEBUFFER_BLEND,
- WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING, "post-pixelshader blending");
- }
- else
+ for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
{
- if (!format->rtInternal)
+ gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
+ format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
+ if (value == GL_FULL_SUPPORT)
{
- if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
+ TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
+ format->rtInternal = format->glInternal;
+ regular_fmt_used = TRUE;
+
+ gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
+ format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
+ if (value == GL_FULL_SUPPORT)
{
- WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
- " and no fallback specified.\n", debug_d3dformat(format->id));
- format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
else
- TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
- format->rtInternal = format->glInternal;
+ {
+ TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ }
}
else
{
- gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->rtInternal,
- GL_FRAMEBUFFER_RENDERABLE, 1, &value);
+ if (!rt_internal)
+ {
+ if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
+ {
+ WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
+ " and no fallback specified, resource type %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ }
+ else
+ TRACE("Format %s is not supported as FBO color attachment,"
+ " resource type %u.\n", debug_d3dformat(format->id), type);
+ format->rtInternal = format->glInternal;
+ }
+ else
+ {
+ gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
+ rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
+ if (value == GL_FULL_SUPPORT)
+ {
+ TRACE("Format %s rtInternal format is supported as FBO color attachment,"
+ " resource type %u.\n", debug_d3dformat(format->id), type);
+ fallback_fmt_used = TRUE;
+ }
+ else
+ {
+ WARN("Format %s rtInternal format is not supported as FBO color attachment,"
+ " resource type %u.\n", debug_d3dformat(format->id), type);
+ format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ }
+ }
+ }
+
+ if (format->glInternal != format->glGammaInternal)
+ {
+ gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
+ format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
if (value == GL_FULL_SUPPORT)
{
- TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
- debug_d3dformat(format->id));
+ TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
+ debug_d3dformat(format->id), type);
+ format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
else
{
- WARN("Format %s rtInternal format is not supported as FBO color attachment.\n",
- debug_d3dformat(format->id));
- format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
+ WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
+ debug_d3dformat(format->id), type);
}
}
+ else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
+ format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
- if (format->glInternal != format->glGammaInternal)
+ if (fallback_fmt_used && regular_fmt_used)
{
- gl_info->gl_ops.ext.p_glGetInternalformativ(GL_TEXTURE_2D, format->glGammaInternal,
- GL_FRAMEBUFFER_RENDERABLE, 1, &value);
- if (value == GL_FULL_SUPPORT)
- {
- TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
- format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
- }
- else
- {
- WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
- }
+ FIXME("Format %s needs different render target formats for different resource types.\n",
+ debug_d3dformat(format->id));
+ format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
+ | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
}
- else if (format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
- format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
return;
}
gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
}
- for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
+ for (i = 0; i < gl_info->format_count; ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
if (!format->glInternal) continue;
- if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
- {
- TRACE("Skipping format %s because it's a depth/stencil format.\n",
- debug_d3dformat(format->id));
- continue;
- }
-
- if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Skipping format %s because it's a compressed format.\n",
debug_d3dformat(format->id));
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
- check_fbo_compat(gl_info, format);
+ check_fbo_compat(ctx, format);
}
else
{
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
}
+static void query_internal_format(struct wined3d_adapter *adapter,
+ struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
+ struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
+{
+ GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
+ unsigned int i, max_log2;
+
+ if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
+ {
+ query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
+ WINED3DFMT_FLAG_VTF, "vertex texture usage");
+ query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
+ WINED3DFMT_FLAG_FILTERING, "filtering");
+
+ if (srgb_format || format->glGammaInternal != format->glInternal)
+ {
+ query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
+ WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
+
+ if (srgb_write_supported)
+ query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
+ WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
+ else
+ format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
+
+ if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
+ format->glGammaInternal = format->glInternal;
+ else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+ format->glInternal = format->glGammaInternal;
+ }
+ }
+ else
+ {
+ if (!gl_info->limits.vertex_samplers)
+ format_clear_flag(format, WINED3DFMT_FLAG_VTF);
+
+ if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
+ format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
+ else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
+ format_clear_flag(format, WINED3DFMT_FLAG_VTF);
+
+ if (srgb_format || format->glGammaInternal != format->glInternal)
+ {
+ /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
+ if (!gl_info->supported[EXT_TEXTURE_SRGB])
+ {
+ format->glGammaInternal = format->glInternal;
+ format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
+ }
+ else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+ {
+ format->glInternal = format->glGammaInternal;
+ }
+ }
+
+ if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
+ format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
+
+ if (!gl_info->supported[ARB_DEPTH_TEXTURE]
+ && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ {
+ format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
+ format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
+ }
+ }
+
+ if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
+ & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ {
+ if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
+ {
+ GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
+ GL_NUM_SAMPLE_COUNTS, 1, &count));
+ checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
+ count = min(count, MAX_MULTISAMPLE_TYPES);
+ GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
+ GL_SAMPLES, count, multisample_types));
+ checkGLcall("glGetInternalformativ(GL_SAMPLES)");
+ for (i = 0; i < count; ++i)
+ {
+ if (multisample_types[i] > sizeof(format->multisample_types) * 8)
+ continue;
+ format->multisample_types |= 1u << (multisample_types[i] - 1);
+ }
+ }
+ else
+ {
+ max_log2 = wined3d_log2i(min(gl_info->limits.samples,
+ sizeof(format->multisample_types) * 8));
+ for (i = 1; i <= max_log2; ++i)
+ format->multisample_types |= 1u << ((1u << i) - 1);
+ }
+ }
+}
+
static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
{
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
+ unsigned int i, j;
BOOL srgb_write;
- unsigned int i;
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
{
- int fmt_idx = getFmtIdx(format_texture_info[i].id);
- struct wined3d_format *format;
+ int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
+ struct wined3d_format *format, *srgb_format;
if (fmt_idx == -1)
{
/* ARB_texture_rg defines floating point formats, but only if
* ARB_texture_float is also supported. */
if (!gl_info->supported[ARB_TEXTURE_FLOAT]
- && (format->flags & WINED3DFMT_FLAG_FLOAT))
+ && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
+ continue;
+
+ /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
+ if (!gl_info->supported[EXT_TEXTURE_INTEGER]
+ && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
continue;
format->glInternal = format_texture_info[i].gl_internal;
format->glFormat = format_texture_info[i].gl_format;
format->glType = format_texture_info[i].gl_type;
format->color_fixup = COLOR_FIXUP_IDENTITY;
- format->flags |= format_texture_info[i].flags;
format->height_scale.numerator = 1;
format->height_scale.denominator = 1;
- if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
- {
- query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
- WINED3DFMT_FLAG_VTF, "vertex texture usage");
- query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
- WINED3DFMT_FLAG_FILTERING, "filtering");
+ format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
+ format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
+ format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
- if (format->glGammaInternal != format->glInternal)
- {
- query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
- WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
+ /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
+ * problematic", but doesn't explicitly mandate that an error is generated. */
+ if (gl_info->supported[EXT_TEXTURE3D]
+ && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
- if (srgb_write)
- query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
- WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
- else
- format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+ format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
- if (!(format->flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
- format->glGammaInternal = format->glInternal;
- else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
- format->glInternal = format->glGammaInternal;
- }
- }
- else
+ if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
+ format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
+
+ format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
+ format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
+
+ if (format->glGammaInternal != format->glInternal
+ && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
{
- if (!gl_info->limits.vertex_samplers)
- format->flags &= ~WINED3DFMT_FLAG_VTF;
+ format->glGammaInternal = format->glInternal;
+ format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
+ }
+
+ query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
- if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
- format->flags |= WINED3DFMT_FLAG_FILTERING;
- else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
- format->flags &= ~WINED3DFMT_FLAG_VTF;
+ /* Texture conversion stuff */
+ format->convert = format_texture_info[i].convert;
+ format->conv_byte_count = format_texture_info[i].conv_byte_count;
- if (format->glGammaInternal != format->glInternal)
+ for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
+ {
+ if (format_srgb_info[j].base_format_id == format->id)
{
- /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
- if (!gl_info->supported[EXT_TEXTURE_SRGB])
+ srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
+ if (srgb_fmt_idx == -1)
{
- format->glGammaInternal = format->glInternal;
- format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
- }
- else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
- {
- format->glInternal = format->glGammaInternal;
+ ERR("Format %s (%#x) not found.\n",
+ debug_d3dformat(format_srgb_info[j].srgb_format_id),
+ format_srgb_info[j].srgb_format_id);
+ return FALSE;
}
+ break;
}
-
- if ((format->flags & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
- format->flags &= ~WINED3DFMT_FLAG_SRGB_WRITE;
}
- /* Texture conversion stuff */
- format->convert = format_texture_info[i].convert;
- format->conv_byte_count = format_texture_info[i].conv_byte_count;
+ if (srgb_fmt_idx == -1)
+ continue;
+
+ srgb_format = &gl_info->formats[srgb_fmt_idx];
+
+ *srgb_format = *format;
+ srgb_format->id = format_srgb_info[j].srgb_format_id;
+
+ if (gl_info->supported[EXT_TEXTURE_SRGB]
+ && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
+ {
+ srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
+ srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
+ format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
+ query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
+ }
}
return TRUE;
/* This was already handled by init_format_texture_info(). */
return;
- if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
+ || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
{
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
- fmt_idx = getFmtIdx(fmts16[i]);
- gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
+ fmt_idx = get_format_idx(fmts16[i]);
+ format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
}
}
return;
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
- fmt_idx = getFmtIdx(fmts16[i]);
+ fmt_idx = get_format_idx(fmts16[i]);
format = &gl_info->formats[fmt_idx];
if (!format->glInternal) continue; /* Not supported by GL */
if(filtered)
{
TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
- format->flags |= WINED3DFMT_FLAG_FILTERING;
+ format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
}
else
{
unsigned int i;
int idx;
- idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
+ idx = get_format_idx(WINED3DFMT_R16_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
- idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
+ idx = get_format_idx(WINED3DFMT_R32_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
- idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
+ idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
- idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
+ idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
- idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
+ idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
- /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
- * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
- * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
- * the only driver that implements it(fglrx) has a buggy implementation.
- *
- * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
- * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
- * conversion for this format.
- */
- if (!gl_info->supported[NV_TEXTURE_SHADER])
+ /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
+ * any driver. */
+ if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
{
- idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
+ /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
+ * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
+ * conversion for this format. */
+ idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
- 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
- idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
- 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else
{
- idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
+ /* Emulate using unsigned formats. This requires load-time conversion in addition to the
+ * fixups here. */
+ idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
- 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
-
- idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
- 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
+ gl_info->formats[idx].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
+ idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
+ gl_info->formats[idx].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
- /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
- * with each other
- */
- idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
- gl_info->formats[idx].color_fixup = create_color_fixup_desc(
- 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
- idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
+ idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
- idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
- gl_info->formats[idx].color_fixup = create_color_fixup_desc(
- 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
- }
- else
- {
- /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
- * are converted at surface loading time, but they do not need any modification in
- * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
- * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
- */
}
- if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
+ if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
- idx = getFmtIdx(WINED3DFMT_ATI2N);
+ idx = get_format_idx(WINED3DFMT_ATI1N);
+ gl_info->formats[idx].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
+
+ idx = get_format_idx(WINED3DFMT_ATI2N);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
{
- idx = getFmtIdx(WINED3DFMT_ATI2N);
+ idx = get_format_idx(WINED3DFMT_ATI2N);
gl_info->formats[idx].color_fixup= create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[APPLE_YCBCR_422])
{
- idx = getFmtIdx(WINED3DFMT_YUY2);
+ idx = get_format_idx(WINED3DFMT_YUY2);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
- idx = getFmtIdx(WINED3DFMT_UYVY);
+ idx = get_format_idx(WINED3DFMT_UYVY);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
}
- idx = getFmtIdx(WINED3DFMT_YV12);
- gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
+ idx = get_format_idx(WINED3DFMT_YV12);
+ format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
gl_info->formats[idx].height_scale.numerator = 3;
gl_info->formats[idx].height_scale.denominator = 2;
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
- idx = getFmtIdx(WINED3DFMT_NV12);
- gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
+ idx = get_format_idx(WINED3DFMT_NV12);
+ format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
gl_info->formats[idx].height_scale.numerator = 3;
gl_info->formats[idx].height_scale.denominator = 2;
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
+ if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ {
+ idx = get_format_idx(WINED3DFMT_INTZ);
+ gl_info->formats[idx].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
+ }
+
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
- idx = getFmtIdx(WINED3DFMT_P8_UINT);
+ idx = get_format_idx(WINED3DFMT_P8_UINT);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
}
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
{
- idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
+ idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
gl_info->formats[idx].gl_vtx_format = GL_BGRA;
}
{
/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
* It is the job of the vertex buffer code to make sure that the vbos have the right format */
- idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
+ idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
- idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
+ idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
}
if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
- idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
- gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_R16_FLOAT);
+ format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
- idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
- gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
+ format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
- idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
- gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
+ format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
{
- idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
- gl_info->formats[idx].flags &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
+ format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* ATI instancing hack: Although ATI cards do not support Shader Model
/* FIXME: This should just check the shader backend caps. */
if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
{
- idx = getFmtIdx(WINED3DFMT_INST);
- gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_INST);
+ format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* Depth bound test. To query if the card supports it CheckDeviceFormat()
* value. */
if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
{
- idx = getFmtIdx(WINED3DFMT_NVDB);
- gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_NVDB);
+ format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
* RENDERTARGET usage. */
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
{
- idx = getFmtIdx(WINED3DFMT_RESZ);
- gl_info->formats[idx].flags |= WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET;
+ idx = get_format_idx(WINED3DFMT_RESZ);
+ format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
}
- for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
+ for (i = 0; i < gl_info->format_count; ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
- if (!(format->flags & WINED3DFMT_FLAG_TEXTURE))
+ if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
continue;
if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
|| !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
- format->flags &= ~WINED3DFMT_FLAG_TEXTURE;
+ format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
+
+ /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
+ * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
+ *
+ * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
+ * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
+ idx = get_format_idx(WINED3DFMT_DXT1);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_DXT2);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_DXT3);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_DXT4);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_DXT5);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_BC1_UNORM);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_BC2_UNORM);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_BC3_UNORM);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
+ idx = get_format_idx(WINED3DFMT_ATI1N);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
+ idx = get_format_idx(WINED3DFMT_ATI2N);
+ gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
}
static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
{
struct wined3d_format *format;
- int fmt_idx = getFmtIdx(format_vertex_info[i].id);
+ int fmt_idx = get_format_idx(format_vertex_info[i].id);
if (fmt_idx == -1)
{
return TRUE;
}
+static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
+{
+ unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
+ unsigned int i, j;
+
+ for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
+ {
+ struct wined3d_format *format, *typeless_format;
+ int fmt_idx = get_format_idx(typed_formats[i].id);
+ int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
+
+ if (fmt_idx == -1)
+ {
+ ERR("Format %s (%#x) not found.\n",
+ debug_d3dformat(typed_formats[i].id),
+ typed_formats[i].id);
+ return FALSE;
+ }
+ if (typeless_fmt_idx == -1)
+ {
+ ERR("Format %s (%#x) not found.\n",
+ debug_d3dformat(typed_formats[i].typeless_id),
+ typed_formats[i].typeless_id);
+ return FALSE;
+ }
+
+ format = &gl_info->formats[fmt_idx];
+ typeless_format = &gl_info->formats[typeless_fmt_idx];
+
+ memcpy(flags, typeless_format->flags, sizeof(flags));
+ *typeless_format = *format;
+ typeless_format->id = typed_formats[i].typeless_id;
+ for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
+ typeless_format->flags[j] |= flags[j];
+ }
+
+ return TRUE;
+}
+
BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
{
if (!init_format_base_info(gl_info)) return FALSE;
}
/* Context activation is done by the caller. */
-BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter)
+BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
{
struct wined3d_gl_info *gl_info = &adapter->gl_info;
if (!init_format_vertex_info(gl_info)) goto fail;
apply_format_fixups(adapter, gl_info);
- init_format_fbo_compat_info(gl_info);
+ init_format_fbo_compat_info(ctx);
init_format_filter_info(gl_info, adapter->driver_info.vendor);
+ if (!init_typeless_formats(gl_info)) goto fail;
return TRUE;
return FALSE;
}
+float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
+{
+ const struct wined3d_gl_info *gl_info = ctx->gl_info;
+ static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
+ GLuint fbo, color, depth;
+ unsigned int low = 0, high = 32, cur;
+ DWORD readback[256];
+ static const struct wined3d_vec3 geometry[] =
+ {
+ {-1.0f, -1.0f, -1.0f},
+ { 1.0f, -1.0f, 0.0f},
+ {-1.0f, 1.0f, -1.0f},
+ { 1.0f, 1.0f, 0.0f},
+ };
+
+ /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
+ * Nvidia. Use this as a fallback if the detection fails. */
+ unsigned int fallback = 23;
+
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ {
+ FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
+ return (float)(1u << fallback);
+ }
+
+ gl_info->gl_ops.gl.p_glGenTextures(1, &color);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
+
+ gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
+ gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
+ gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
+
+ gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
+ gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
+ gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
+ checkGLcall("Setup framebuffer");
+
+ gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
+ gl_info->gl_ops.gl.p_glClearDepth(0.5f);
+ gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
+ gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
+ gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
+ checkGLcall("Misc parameters");
+
+ for (;;)
+ {
+ if (high - low <= 1)
+ {
+ ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
+ cur = fallback;
+ break;
+ }
+ cur = (low + high) / 2;
+
+ gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
+ * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
+ gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
+ draw_test_quad(ctx, geometry, &blue);
+ checkGLcall("Test draw");
+
+ /* Rebinding texture to workaround a fglrx bug. */
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
+ checkGLcall("readback");
+
+ TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
+ low, high, cur, readback[0], readback[125], readback[131], readback[255]);
+
+ if ((readback[125] & 0xff) < 0xa0)
+ high = cur;
+ else if ((readback[131] & 0xff) > 0xa0)
+ low = cur;
+ else
+ {
+ TRACE("Found scale factor 2^%u for format %x\n", cur, format);
+ break;
+ }
+ }
+
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
+ gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
+ gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
+ gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ checkGLcall("Delete framebuffer");
+
+ gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
+ gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
+ return (float)(1u << cur);
+}
+
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
enum wined3d_format_id format_id)
{
- int idx = getFmtIdx(format_id);
+ int idx = get_format_idx(format_id);
if (idx == -1)
{
FIXME("Can't find format %s (%#x) in the format lookup table\n",
debug_d3dformat(format_id), format_id);
/* Get the caller a valid pointer */
- idx = getFmtIdx(WINED3DFMT_UNKNOWN);
+ idx = get_format_idx(WINED3DFMT_UNKNOWN);
}
- return &gl_info->formats[idx];
+ return &gl_info->formats[idx];
+}
+
+#if defined(STAGING_CSMT)
+UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
+{
+ /* For block based formats, pitch means the amount of bytes to the next
+ * row of blocks rather than the next row of pixels. */
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
+ return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
+
+ return format->byte_count * width;
}
UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
UINT width, UINT height, UINT depth)
{
+ UINT pitch = wined3d_format_calculate_pitch(format, width);
UINT size;
if (format->id == WINED3DFMT_UNKNOWN)
{
size = 0;
}
- else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
+ else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
{
- UINT row_block_count = (width + format->block_width - 1) / format->block_width;
UINT row_count = (height + format->block_height - 1) / format->block_height;
- size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
+ size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
}
else
{
- size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
+ size = height * ((pitch + alignment - 1) & ~(alignment - 1));
}
- if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
/* The D3D format requirements make sure that the resulting format is an integer again */
size *= format->height_scale.numerator;
size *= depth;
return size;
+#else /* STAGING_CSMT */
+void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
+ unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
+{
+ /* For block based formats, pitch means the amount of bytes to the next
+ * row of blocks rather than the next row of pixels. */
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
+ {
+ unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
+ unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
+ *row_pitch = row_block_count * format->block_byte_count;
+ *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
+ *slice_pitch = *row_pitch * slice_block_count;
+ }
+ else
+ {
+ *row_pitch = format->byte_count * width; /* Bytes / row */
+ *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
+ *slice_pitch = *row_pitch * height;
+ }
+
+ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
+ {
+ /* The D3D format requirements make sure that the resulting format is an integer again */
+ *slice_pitch *= format->height_scale.numerator;
+ *slice_pitch /= format->height_scale.denominator;
+ }
+
+ TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
+}
+
+UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
+ UINT width, UINT height, UINT depth)
+{
+ unsigned int row_pitch, slice_pitch;
+
+ if (format->id == WINED3DFMT_UNKNOWN)
+ return 0;
+
+ wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
+
+ return slice_pitch * depth;
+#endif /* STAGING_CSMT */
}
/*****************************************************************************
* Trace formatting of useful values
*/
+const char *debug_box(const struct wined3d_box *box)
+{
+ if (!box)
+ return "(null)";
+ return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
+ box->left, box->top, box->front,
+ box->right, box->bottom, box->back);
+}
+
const char *debug_d3dformat(enum wined3d_format_id format_id)
{
switch (format_id)
FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
FMT_TO_STR(WINED3DFMT_VERTEXDATA);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
+ FMT_TO_STR(WINED3DFMT_ATI1N);
FMT_TO_STR(WINED3DFMT_ATI2N);
FMT_TO_STR(WINED3DFMT_NVDB);
FMT_TO_STR(WINED3DFMT_NVHU);
FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
+ FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
+ FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
+ FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
+ FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
+ FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
+ FMT_TO_STR(WINED3DFMT_BC7_UNORM);
+ FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_INTZ);
FMT_TO_STR(WINED3DFMT_RESZ);
FMT_TO_STR(WINED3DFMT_NULL);
}
}
+const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
+{
+ switch (classification)
+ {
+#define WINED3D_TO_STR(x) case x: return #x
+ WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
+ WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
+#undef WINED3D_TO_STR
+ default:
+ FIXME("Unrecognized input classification %#x.\n", classification);
+ return "unrecognized";
+ }
+}
+
const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
{
switch (resource_type)
{
-#define RES_TO_STR(res) case res: return #res
- RES_TO_STR(WINED3D_RTYPE_SURFACE);
- RES_TO_STR(WINED3D_RTYPE_VOLUME);
- RES_TO_STR(WINED3D_RTYPE_TEXTURE);
- RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
- RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
- RES_TO_STR(WINED3D_RTYPE_BUFFER);
-#undef RES_TO_STR
+#define WINED3D_TO_STR(x) case x: return #x
+ WINED3D_TO_STR(WINED3D_RTYPE_SURFACE);
+ WINED3D_TO_STR(WINED3D_RTYPE_VOLUME);
+ WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
+ WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
+ WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
+#undef WINED3D_TO_STR
default:
FIXME("Unrecognized resource type %#x.\n", resource_type);
return "unrecognized";
TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
+ TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
+ TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
+ TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512)
return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
if (STATE_IS_SHADER(state))
return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
+ if (STATE_IS_CONSTANT_BUFFER(state))
+ return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
+ if (STATE_IS_SHADER_RESOURCE_BINDING(state))
+ return "STATE_SHADER_RESOURCE_BINDING";
if (STATE_IS_TRANSFORM(state))
return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
if (STATE_IS_STREAMSRC(state))
return "STATE_BASEVERTEXINDEX";
if (STATE_IS_FRAMEBUFFER(state))
return "STATE_FRAMEBUFFER";
- if (STATE_IS_POINT_SIZE_ENABLE(state))
- return "STATE_POINT_SIZE_ENABLE";
+ if (STATE_IS_POINT_ENABLE(state))
+ return "STATE_POINT_ENABLE";
+ if (STATE_IS_COLOR_KEY(state))
+ return "STATE_COLOR_KEY";
return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
}
return FALSE;
}
-/* Setup this textures matrix according to the texture flags. */
-/* Context activation is done by the caller (state handler). */
-void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
- BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
+void get_identity_matrix(struct wined3d_matrix *mat)
+{
+ static const struct wined3d_matrix identity =
+ {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ };
+
+ *mat = identity;
+}
+
+void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
+ unsigned int index, struct wined3d_matrix *mat)
+{
+ if (context->last_was_rhw)
+ get_identity_matrix(mat);
+ else
+ multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
+}
+
+void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
+ struct wined3d_matrix *mat)
{
- float mat[16];
+ float center_offset;
+
+ /* There are a couple of additional things we have to take into account
+ * here besides the projection transformation itself:
+ * - We need to flip along the y-axis in case of offscreen rendering.
+ * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
+ * - D3D coordinates refer to pixel centers while GL coordinates refer
+ * to pixel corners.
+ * - D3D has a top-left filling convention. We need to maintain this
+ * even after the y-flip mentioned above.
+ * In order to handle the last two points, we translate by
+ * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
+ * translating slightly less than half a pixel. We want the difference to
+ * be large enough that it doesn't get lost due to rounding inside the
+ * driver, but small enough to prevent it from interfering with any
+ * anti-aliasing. */
+
+ if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
+ center_offset = 63.0f / 64.0f;
+ else
+ center_offset = -1.0f / 64.0f;
+
+ if (context->last_was_rhw)
+ {
+ /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
+ float x = state->viewport.x;
+ float y = state->viewport.y;
+ float w = state->viewport.width;
+ float h = state->viewport.height;
+ float x_scale = 2.0f / w;
+ float x_offset = (center_offset - (2.0f * x) - w) / w;
+ float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
+ float y_offset = context->render_offscreen
+ ? (center_offset - (2.0f * y) - h) / h
+ : (center_offset - (2.0f * y) - h) / -h;
+#if defined(STAGING_CSMT)
+ enum wined3d_depth_buffer_type zenable = state->fb.depth_stencil ?
+#else /* STAGING_CSMT */
+ enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
+#endif /* STAGING_CSMT */
+ state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
+ float z_scale = zenable ? 2.0f : 0.0f;
+ float z_offset = zenable ? -1.0f : 0.0f;
+ const struct wined3d_matrix projection =
+ {
+ x_scale, 0.0f, 0.0f, 0.0f,
+ 0.0f, y_scale, 0.0f, 0.0f,
+ 0.0f, 0.0f, z_scale, 0.0f,
+ x_offset, y_offset, z_offset, 1.0f,
+ };
+
+ *mat = projection;
+ }
+ else
+ {
+ float y_scale = context->render_offscreen ? -1.0f : 1.0f;
+ float x_offset = center_offset / state->viewport.width;
+ float y_offset = context->render_offscreen
+ ? center_offset / state->viewport.height
+ : -center_offset / state->viewport.height;
+ const struct wined3d_matrix projection =
+ {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, y_scale, 0.0f, 0.0f,
+ 0.0f, 0.0f, 2.0f, 0.0f,
+ x_offset, y_offset, -1.0f, 1.0f,
+ };
+
+ multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
+ }
+}
- gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
- checkGLcall("glMatrixMode(GL_TEXTURE)");
+/* Setup this textures matrix according to the texture flags. */
+static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
+ DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
+ BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
+{
+ struct wined3d_matrix mat;
if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
{
- gl_info->gl_ops.gl.p_glLoadIdentity();
- checkGLcall("glLoadIdentity()");
+ get_identity_matrix(out_matrix);
return;
}
return;
}
- memcpy(mat, smat, 16 * sizeof(float));
+ mat = *matrix;
if (flags & WINED3D_TTFF_PROJECTED)
{
switch (flags & ~WINED3D_TTFF_PROJECTED)
{
case WINED3D_TTFF_COUNT2:
- mat[ 3] = mat[ 1];
- mat[ 7] = mat[ 5];
- mat[11] = mat[ 9];
- mat[15] = mat[13];
- mat[ 1] = mat[ 5] = mat[ 9] = mat[13] = 0.0f;
+ mat._14 = mat._12;
+ mat._24 = mat._22;
+ mat._34 = mat._32;
+ mat._44 = mat._42;
+ mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
break;
case WINED3D_TTFF_COUNT3:
- mat[ 3] = mat[ 2];
- mat[ 7] = mat[ 6];
- mat[11] = mat[10];
- mat[15] = mat[14];
- mat[ 2] = mat[ 6] = mat[10] = mat[14] = 0.0f;
+ mat._14 = mat._13;
+ mat._24 = mat._23;
+ mat._34 = mat._33;
+ mat._44 = mat._43;
+ mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
break;
}
}
- } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
- if(!calculatedCoords) {
- switch(vtx_fmt)
+ }
+ else
+ {
+ /* Under Direct3D the R/Z coord can be used for translation, under
+ * OpenGL we use the Q coord instead. */
+ if (!calculated_coords)
+ {
+ switch (format_id)
{
+ /* Direct3D passes the default 1.0 in the 2nd coord, while GL
+ * passes it in the 4th. Swap 2nd and 4th coord. No need to
+ * store the value of mat._41 in mat._21 because the input
+ * value to the transformation will be 0, so the matrix value
+ * is irrelevant. */
case WINED3DFMT_R32_FLOAT:
- /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
- * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
- * the input value to the transformation will be 0, so the matrix value is irrelevant
- */
- mat[12] = mat[4];
- mat[13] = mat[5];
- mat[14] = mat[6];
- mat[15] = mat[7];
+ mat._41 = mat._21;
+ mat._42 = mat._22;
+ mat._43 = mat._23;
+ mat._44 = mat._24;
break;
+ /* See above, just 3rd and 4th coord. */
case WINED3DFMT_R32G32_FLOAT:
- /* See above, just 3rd and 4th coord
- */
- mat[12] = mat[8];
- mat[13] = mat[9];
- mat[14] = mat[10];
- mat[15] = mat[11];
+ mat._41 = mat._31;
+ mat._42 = mat._32;
+ mat._43 = mat._33;
+ mat._44 = mat._34;
break;
case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
{
/* case WINED3D_TTFF_COUNT1: Won't ever get here. */
case WINED3D_TTFF_COUNT2:
- mat[2] = mat[6] = mat[10] = mat[14] = 0;
+ mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
+#if defined(STAGING_CSMT)
+ /* OpenGL divides the first 3 vertex coord by the 4th by default,
+ * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
+ * the 4th coord evaluates to 1.0 to eliminate that.
+ *
+ * If the fixed function pipeline is used, the 4th value remains unused,
+ * so there is no danger in doing this. With vertex shaders we have a
+ * problem. Should an app hit that problem, the code here would have to
+ * check for pixel shaders, and the shader has to undo the default gl divide.
+ *
+ * A more serious problem occurs if the app passes 4 coordinates in, and the
+ * 4th is != 1.0(opengl default). This would have to be fixed in draw_strided_slow
+ * or a replacement shader. */
+#else /* STAGING_CSMT */
/* OpenGL divides the first 3 vertex coord by the 4th by default,
* which is essentially the same as D3DTTFF_PROJECTED. Make sure that
* the 4th coord evaluates to 1.0 to eliminate that.
* A more serious problem occurs if the app passes 4 coordinates in, and the
* 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
* or a replacement shader. */
+#endif /* STAGING_CSMT */
default:
- mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
+ mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
}
}
}
- gl_info->gl_ops.gl.p_glLoadMatrixf(mat);
- checkGLcall("glLoadMatrixf(mat)");
+ *out_matrix = mat;
}
-/* This small helper function is used to convert a bitmask into the number of masked bits */
-unsigned int count_bits(unsigned int mask)
+void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
+ unsigned int tex, struct wined3d_matrix *mat)
{
- unsigned int count;
- for (count = 0; mask; ++count)
+ const struct wined3d_device *device = context->swapchain->device;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
+ != WINED3DTSS_TCI_PASSTHRU;
+ unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
+ MAX_TEXTURES - 1);
+
+ compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
+ state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
+ generated, context->last_was_rhw,
+ context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
+ ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
+ : WINED3DFMT_UNKNOWN,
+ device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
+
+ if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
{
- mask &= mask - 1;
+ if (generated)
+ FIXME("Non-power-of-two texture being used with generated texture coords.\n");
+ /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
+ * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
+ if (!use_ps(state))
+ {
+ TRACE("Non-power-of-two texture matrix multiply fixup.\n");
+ multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
+ }
}
- return count;
}
-/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
- * The later function requires individual color components. */
-BOOL getColorBits(const struct wined3d_format *format,
- BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
+void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
+ float *out_min, float *out_max)
{
- TRACE("format %s.\n", debug_d3dformat(format->id));
+ union
+ {
+ DWORD d;
+ float f;
+ } min, max;
- switch (format->id)
+ min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
+ max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
+
+ if (min.f > max.f)
+ min.f = max.f;
+
+ *out_min = min.f;
+ *out_max = max.f;
+}
+
+void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
+ float *out_pointsize, float *out_att)
+{
+ /* POINTSCALEENABLE controls how point size value is treated. If set to
+ * true, the point size is scaled with respect to height of viewport.
+ * When set to false point size is in pixels. */
+ union
{
- case WINED3DFMT_B10G10R10A2_UNORM:
- case WINED3DFMT_R10G10B10A2_UNORM:
- case WINED3DFMT_B8G8R8X8_UNORM:
- case WINED3DFMT_B8G8R8_UNORM:
- case WINED3DFMT_B8G8R8A8_UNORM:
- case WINED3DFMT_R8G8B8A8_UNORM:
- case WINED3DFMT_B5G5R5X1_UNORM:
- case WINED3DFMT_B5G5R5A1_UNORM:
- case WINED3DFMT_B5G6R5_UNORM:
- case WINED3DFMT_B4G4R4X4_UNORM:
- case WINED3DFMT_B4G4R4A4_UNORM:
- case WINED3DFMT_B2G3R3_UNORM:
- case WINED3DFMT_P8_UINT_A8_UNORM:
- case WINED3DFMT_P8_UINT:
- break;
- default:
- FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
- return FALSE;
- }
+ DWORD d;
+ float f;
+ } pointsize, a, b, c;
- *redSize = format->red_size;
- *greenSize = format->green_size;
- *blueSize = format->blue_size;
- *alphaSize = format->alpha_size;
- *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
+ out_att[0] = 1.0f;
+ out_att[1] = 0.0f;
+ out_att[2] = 0.0f;
- TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
- *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
- return TRUE;
+ pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
+ a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
+ b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
+ c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
+
+ if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
+ {
+ float scale_factor = state->viewport.height * state->viewport.height;
+
+ out_att[0] = a.f / scale_factor;
+ out_att[1] = b.f / scale_factor;
+ out_att[2] = c.f / scale_factor;
+ }
+ *out_pointsize = pointsize.f;
}
-/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
-BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
+void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
+ float *start, float *end)
{
- TRACE("format %s.\n", debug_d3dformat(format->id));
+ union
+ {
+ DWORD d;
+ float f;
+ } tmpvalue;
- switch (format->id)
+ switch (context->fog_source)
{
- case WINED3DFMT_D16_LOCKABLE:
- case WINED3DFMT_D16_UNORM:
- case WINED3DFMT_S1_UINT_D15_UNORM:
- case WINED3DFMT_X8D24_UNORM:
- case WINED3DFMT_S4X4_UINT_D24_UNORM:
- case WINED3DFMT_D24_UNORM_S8_UINT:
- case WINED3DFMT_S8_UINT_D24_FLOAT:
- case WINED3DFMT_D32_UNORM:
- case WINED3DFMT_D32_FLOAT:
- case WINED3DFMT_INTZ:
+ case FOGSOURCE_VS:
+ *start = 1.0f;
+ *end = 0.0f;
break;
- default:
- FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
- return FALSE;
- }
- *depthSize = format->depth_size;
- *stencilSize = format->stencil_size;
+ case FOGSOURCE_COORD:
+ *start = 255.0f;
+ *end = 0.0f;
+ break;
- TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
- *depthSize, *stencilSize, debug_d3dformat(format->id));
- return TRUE;
+ case FOGSOURCE_FFP:
+ tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
+ *start = tmpvalue.f;
+ tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
+ *end = tmpvalue.f;
+ /* Special handling for fog_start == fog_end. In d3d with vertex
+ * fog, everything is fogged. With table fog, everything with
+ * fog_coord < fog_start is unfogged, and fog_coord > fog_start
+ * is fogged. Windows drivers disagree when fog_coord == fog_start. */
+ if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
+ {
+ *start = -INFINITY;
+ *end = 0.0f;
+ }
+ break;
+
+ default:
+ /* This should not happen, context->fog_source is set in wined3d, not the app. */
+ ERR("Unexpected fog coordinate source.\n");
+ *start = 0.0f;
+ *end = 0.0f;
+ }
}
/* Note: It's the caller's responsibility to ensure values can be expressed
{WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
{WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
{WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
+ {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
{WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
{WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
{WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
{WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
{WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
{WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
+ {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
};
const struct wined3d_format *format = surface->resource.format;
unsigned int i;
return ret;
}
- if (format->id == WINED3DFMT_P8_UINT)
- {
- PALETTEENTRY *e;
- BYTE r, g, b, a;
+ FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
- if (!surface->palette)
- {
- WARN("Surface doesn't have a palette, returning 0.\n");
- return 0;
- }
+ return 0;
+}
- r = (BYTE)((color->r * 255.0f) + 0.5f);
- g = (BYTE)((color->g * 255.0f) + 0.5f);
- b = (BYTE)((color->b * 255.0f) + 0.5f);
- a = (BYTE)((color->a * 255.0f) + 0.5f);
+static float color_to_float(DWORD color, DWORD size, DWORD offset)
+{
+ DWORD mask = (1u << size) - 1;
- e = &surface->palette->palents[a];
- if (e->peRed == r && e->peGreen == g && e->peBlue == b)
- return a;
+ if (!size)
+ return 1.0f;
- WARN("Alpha didn't match index, searching full palette.\n");
+ color >>= offset;
+ color &= mask;
- for (i = 0; i < 256; ++i)
- {
- e = &surface->palette->palents[i];
- if (e->peRed == r && e->peGreen == g && e->peBlue == b)
- return i;
- }
+ return (float)color / (float)mask;
+}
+
+BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
+ const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
+{
+ switch (format->id)
+ {
+ case WINED3DFMT_B8G8R8_UNORM:
+ case WINED3DFMT_B8G8R8A8_UNORM:
+ case WINED3DFMT_B8G8R8X8_UNORM:
+ case WINED3DFMT_B5G6R5_UNORM:
+ case WINED3DFMT_B5G5R5X1_UNORM:
+ case WINED3DFMT_B5G5R5A1_UNORM:
+ case WINED3DFMT_B4G4R4A4_UNORM:
+ case WINED3DFMT_B2G3R3_UNORM:
+ case WINED3DFMT_R8_UNORM:
+ case WINED3DFMT_A8_UNORM:
+ case WINED3DFMT_B2G3R3A8_UNORM:
+ case WINED3DFMT_B4G4R4X4_UNORM:
+ case WINED3DFMT_R10G10B10A2_UNORM:
+ case WINED3DFMT_R10G10B10A2_SNORM:
+ case WINED3DFMT_R8G8B8A8_UNORM:
+ case WINED3DFMT_R8G8B8X8_UNORM:
+ case WINED3DFMT_R16G16_UNORM:
+ case WINED3DFMT_B10G10R10A2_UNORM:
+ float_color->r = color_to_float(color, format->red_size, format->red_offset);
+ float_color->g = color_to_float(color, format->green_size, format->green_offset);
+ float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
+ float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
+ return TRUE;
- FIXME("Unable to convert color to palette index.\n");
+ case WINED3DFMT_P8_UINT:
+ if (palette)
+ {
+ float_color->r = palette->colors[color].rgbRed / 255.0f;
+ float_color->g = palette->colors[color].rgbGreen / 255.0f;
+ float_color->b = palette->colors[color].rgbBlue / 255.0f;
+ }
+ else
+ {
+ float_color->r = 0.0f;
+ float_color->g = 0.0f;
+ float_color->b = 0.0f;
+ }
+ float_color->a = color / 255.0f;
+ return TRUE;
- return 0;
+ default:
+ ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
+ return FALSE;
}
+}
- FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
+void wined3d_format_get_float_color_key(const struct wined3d_format *format,
+ const struct wined3d_color_key *key, struct wined3d_color *float_colors)
+{
+ struct wined3d_color slop;
- return 0;
+ switch (format->id)
+ {
+ case WINED3DFMT_B8G8R8_UNORM:
+ case WINED3DFMT_B8G8R8A8_UNORM:
+ case WINED3DFMT_B8G8R8X8_UNORM:
+ case WINED3DFMT_B5G6R5_UNORM:
+ case WINED3DFMT_B5G5R5X1_UNORM:
+ case WINED3DFMT_B5G5R5A1_UNORM:
+ case WINED3DFMT_B4G4R4A4_UNORM:
+ case WINED3DFMT_B2G3R3_UNORM:
+ case WINED3DFMT_R8_UNORM:
+ case WINED3DFMT_A8_UNORM:
+ case WINED3DFMT_B2G3R3A8_UNORM:
+ case WINED3DFMT_B4G4R4X4_UNORM:
+ case WINED3DFMT_R10G10B10A2_UNORM:
+ case WINED3DFMT_R10G10B10A2_SNORM:
+ case WINED3DFMT_R8G8B8A8_UNORM:
+ case WINED3DFMT_R8G8B8X8_UNORM:
+ case WINED3DFMT_R16G16_UNORM:
+ case WINED3DFMT_B10G10R10A2_UNORM:
+ slop.r = 0.5f / ((1 << format->red_size) - 1);
+ slop.g = 0.5f / ((1 << format->green_size) - 1);
+ slop.b = 0.5f / ((1 << format->blue_size) - 1);
+ slop.a = 0.5f / ((1 << format->alpha_size) - 1);
+
+ float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
+ - slop.r;
+ float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
+ - slop.g;
+ float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
+ - slop.b;
+ float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
+ - slop.a;
+
+ float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
+ + slop.r;
+ float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
+ + slop.g;
+ float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
+ + slop.b;
+ float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
+ + slop.a;
+ break;
+
+ case WINED3DFMT_P8_UINT:
+ float_colors[0].r = 0.0f;
+ float_colors[0].g = 0.0f;
+ float_colors[0].b = 0.0f;
+ float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
+
+ float_colors[1].r = 0.0f;
+ float_colors[1].g = 0.0f;
+ float_colors[1].b = 0.0f;
+ float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
+ break;
+
+ default:
+ ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
+ }
}
/* DirectDraw stuff */
}
}
-void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
- const struct wined3d_matrix *src2)
+void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
{
- struct wined3d_matrix temp;
+ struct wined3d_matrix tmp;
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
- 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);
- 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);
- 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);
- 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);
-
- 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);
- 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);
- 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);
- 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);
-
- 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);
- 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);
- 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);
- 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);
-
- 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);
- 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);
- 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);
- 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);
-
- /* And copy the new matrix in the good storage.. */
- memcpy(dest, &temp, 16 * sizeof(float));
+ tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
+ tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
+ tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
+ tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
+
+ tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
+ tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
+ tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
+ tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
+
+ tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
+ tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
+ tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
+ tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
+
+ tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
+ tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
+ tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
+ tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
+
+ *dst = tmp;
}
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
return size;
}
+unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
+{
+ /* On core profile we have to also count diffuse and specular colors and the
+ * fog coordinate. */
+ return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
+}
+
void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
struct ffp_frag_settings *settings, BOOL ignore_textype)
{
unsigned int i;
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
- const struct wined3d_surface *rt = state->fb->render_targets[0];
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+ settings->padding = 0;
+
for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
{
const struct wined3d_texture *texture;
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].dst = resultreg;
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
settings->op[i].projected = proj_none;
i++;
break;
settings->op[i].color_fixup = texture->resource.format->color_fixup;
if (ignore_textype)
{
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
}
else
{
switch (texture->target)
{
case GL_TEXTURE_1D:
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
break;
case GL_TEXTURE_2D:
- settings->op[i].tex_type = tex_2d;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
break;
case GL_TEXTURE_3D:
- settings->op[i].tex_type = tex_3d;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- settings->op[i].tex_type = tex_cube;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
break;
case GL_TEXTURE_RECTANGLE_ARB:
- settings->op[i].tex_type = tex_rect;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
break;
}
}
} else {
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
- settings->op[i].tex_type = tex_1d;
+ settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
}
cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
- if (texture->color_key_flags & WINEDDSD_CKSRCBLT && !texture->resource.format->alpha_size)
+ if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
{
if (aop == WINED3D_TOP_DISABLE)
{
break;
}
}
- if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
- && state->render_states[WINED3D_RS_SRGBWRITEENABLE]
- && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
- {
- settings->sRGB_write = 1;
- } else {
- settings->sRGB_write = 0;
- }
+#if defined(STAGING_CSMT)
+ settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, &state->fb);
+#else /* STAGING_CSMT */
+ settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
+#endif /* STAGING_CSMT */
if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
|| !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
{
} else {
settings->emul_clipplanes = 1;
}
+
+ if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
+ && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
+ && settings->op[0].cop != WINED3D_TOP_DISABLE)
+ settings->color_key_enabled = 1;
+ else
+ settings->color_key_enabled = 0;
+
+ /* texcoords_initialized is set to meaningful values only when GL doesn't
+ * support enough varyings to always pass around all the possible texture
+ * coordinates.
+ * This is used to avoid reading a varying not written by the vertex shader.
+ * Reading uninitialized varyings on core profile contexts results in an
+ * error while with builtin varyings on legacy contexts you get undefined
+ * behavior. */
+ if (d3d_info->limits.varying_count
+ && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
+ {
+ settings->texcoords_initialized = 0;
+ for (i = 0; i < MAX_TEXTURES; ++i)
+ {
+ if (use_vs(state))
+ {
+ if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
+ settings->texcoords_initialized |= 1u << i;
+ }
+ else
+ {
+ const struct wined3d_stream_info *si = &context->stream_info;
+ unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
+ if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
+ & WINED3D_FFP_TCI_MASK
+ || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
+ settings->texcoords_initialized |= 1u << i;
+ }
+ }
+ }
+ else
+ {
+ settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
+ }
+
+ settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
+ && state->gl_primitive_type == GL_POINTS;
+
+ if (d3d_info->emulated_flatshading)
+ settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
+ else
+ settings->flatshading = FALSE;
}
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
texture_activate_dimensions(state->textures[sampler], context->gl_info);
}
-void *wined3d_rb_alloc(size_t size)
-{
- return HeapAlloc(GetProcessHeap(), 0, size);
-}
-
-void *wined3d_rb_realloc(void *ptr, size_t size)
-{
- return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
-}
-
-void wined3d_rb_free(void *ptr)
-{
- HeapFree(GetProcessHeap(), 0, ptr);
-}
-
-static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
+int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct ffp_frag_settings *ka = key;
const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
return memcmp(ka, kb, sizeof(*ka));
}
-const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
-{
- wined3d_rb_alloc,
- wined3d_rb_realloc,
- wined3d_rb_free,
- ffp_frag_program_key_compare,
-};
-
-void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
- struct wined3d_ffp_vs_settings *settings)
+void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
+ const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
{
+ const struct wined3d_stream_info *si = &context->stream_info;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ const struct wined3d_d3d_info *d3d_info = context->d3d_info;
unsigned int coord_idx, i;
if (si->position_transformed)
settings->transformed = 1;
settings->point_size = state->gl_primitive_type == GL_POINTS;
+ settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
if (!state->render_states[WINED3D_RS_FOGENABLE])
settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
for (i = 0; i < MAX_TEXTURES; ++i)
{
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
- if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
- settings->texcoords |= 1 << i;
- settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
- & WINED3D_FFP_TCI_MASK;
+ if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
+ settings->texcoords |= 1u << i;
+ settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
+ if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
+ settings->texcoords = (1u << MAX_TEXTURES) - 1;
+
+ if (d3d_info->emulated_flatshading)
+ settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
+ else
+ settings->flatshading = FALSE;
+
return;
}
+ switch (state->render_states[WINED3D_RS_VERTEXBLEND])
+ {
+ case WINED3D_VBF_DISABLE:
+ case WINED3D_VBF_1WEIGHTS:
+ case WINED3D_VBF_2WEIGHTS:
+ case WINED3D_VBF_3WEIGHTS:
+ settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
+ break;
+ default:
+ FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
+ break;
+ }
+
settings->transformed = 0;
settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
- settings->normal = !!(si->use_map & (1 << WINED3D_FFP_NORMAL));
+ settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
settings->point_size = state->gl_primitive_type == GL_POINTS;
+ settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
- if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1 << WINED3D_FFP_DIFFUSE)))
+ if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
{
settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
- settings->emission_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
+ settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
}
else
{
settings->diffuse_source = WINED3D_MCS_MATERIAL;
- settings->emission_source = WINED3D_MCS_MATERIAL;
+ settings->emissive_source = WINED3D_MCS_MATERIAL;
settings->ambient_source = WINED3D_MCS_MATERIAL;
settings->specular_source = WINED3D_MCS_MATERIAL;
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
- if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
- settings->texcoords |= 1 << i;
- settings->texgen[i] = (state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
- & WINED3D_FFP_TCI_MASK;
+ if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
+ settings->texcoords |= 1u << i;
+ settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
+ if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
+ settings->texcoords = (1u << MAX_TEXTURES) - 1;
settings->light_type = 0;
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
- if (state->transforms[WINED3D_TS_PROJECTION].u.m[0][3] == 0.0f
- && state->transforms[WINED3D_TS_PROJECTION].u.m[1][3] == 0.0f
- && state->transforms[WINED3D_TS_PROJECTION].u.m[2][3] == 0.0f
- && state->transforms[WINED3D_TS_PROJECTION].u.m[3][3] == 1.0f)
+ if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
+ && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
+ && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
+ && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
settings->ortho_fog = 1;
}
else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
else
settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
+ if (d3d_info->emulated_flatshading)
+ settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
+ else
+ settings->flatshading = FALSE;
+
settings->padding = 0;
}
-static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
+int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_ffp_vs_settings *ka = key;
const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
return memcmp(ka, kb, sizeof(*ka));
}
-const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
-{
- wined3d_rb_alloc,
- wined3d_rb_realloc,
- wined3d_rb_free,
- wined3d_ffp_vertex_program_key_compare,
-};
-
-UINT wined3d_log2i(UINT32 x)
-{
- static const UINT l[] =
- {
- ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
- 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
- 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
- 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
- 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
- 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
- 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
- 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
- };
- UINT32 i;
-
- return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
-}
-
-const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
+const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
{
for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
{
- if (blitters[i]->blit_supported(gl_info, blit_op,
+ if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
src_rect, src_usage, src_pool, src_format,
dst_rect, dst_usage, dst_pool, dst_format))
return blitters[i];
else if (!ReleaseDC(window, dc))
ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
}
+
+BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
+{
+ RECT orig = *clipped;
+ float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
+ float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
+
+ IntersectRect(clipped, clipped, clip_rect);
+
+ if (IsRectEmpty(clipped))
+ {
+ SetRectEmpty(other);
+ return FALSE;
+ }
+
+ other->left += (LONG)((clipped->left - orig.left) / scale_x);
+ other->top += (LONG)((clipped->top - orig.top) / scale_y);
+ other->right -= (LONG)((orig.right - clipped->right) / scale_x);
+ other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
+
+ return TRUE;
+}