/* * Utility functions for the WineD3D Library * * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006-2008 Henri Verbeet * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009-2010 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); struct wined3d_format_channels { enum wined3d_format_id id; DWORD red_size, green_size, blue_size, alpha_size; DWORD red_offset, green_offset, blue_offset, alpha_offset; UINT bpp; BYTE depth_size, stencil_size; }; static const struct wined3d_format_channels formats[] = { /* size offset * format id r g b a r g b a bpp depth stencil */ {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* FourCC formats */ {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0}, {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0}, {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_BC1_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_BC2_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {WINED3DFMT_BC3_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {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_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0}, {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0}, {WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 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_UNORM_SRGB, 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_R8G8B8A8_SINT, 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}, {WINED3DFMT_R8G8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0}, {WINED3DFMT_R16_UNORM, 16, 0, 0, 0, 0, 0, 0, 0, 2, 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_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8}, {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0}, {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0}, {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0}, /* Unsure about them, could not find a Windows driver that supports them */ {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_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}, }; struct wined3d_format_base_flags { enum wined3d_format_id id; DWORD flags; }; /* The ATI2N format behaves like an uncompressed format in LockRect(), but * still needs to use the correct block based calculation for e.g. the * resource size. */ static const struct wined3d_format_base_flags format_base_flags[] = { {WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC}, {WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC}, {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}, {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_FLAG_INTEGER}, {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_FLAG_INTEGER}, }; struct wined3d_format_block_info { enum wined3d_format_id id; UINT block_width; UINT block_height; UINT block_byte_count; BOOL verify; }; 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_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 { enum wined3d_format_id id; enum wined3d_ffp_emit_idx emit_idx; GLint component_count; GLenum gl_vtx_type; GLint gl_vtx_format; GLboolean gl_normalized; unsigned int component_size; }; static const struct wined3d_format_vertex_info format_vertex_info[] = { {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)}, {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)}, {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)}, {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)}, {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)}, {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)}, {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)}, {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)}, {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)}, {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)}, {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)}, {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)}, {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)}, {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)}, {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)}, {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)}, {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}, {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)}, {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)}, {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)}, {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)}, }; struct wined3d_format_texture_info { enum wined3d_format_id id; GLint gl_internal; GLint gl_srgb_internal; GLint gl_rt_internal; GLint gl_format; GLint gl_type; unsigned int conv_byte_count; unsigned int flags; enum wined3d_gl_extension extension; void (*convert)(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); }; static void convert_l4a4_unorm(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) { /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not * format+type combination to load it. Thus convert it to A8L8, then load it * with A4L4 internal, but A8L8 format+type */ unsigned int x, y, z; const unsigned char *Source; unsigned char *Dest; for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = src + z * src_slice_pitch + y * src_row_pitch; Dest = dst + z * dst_slice_pitch + y * dst_row_pitch; for (x = 0; x < width; x++ ) { unsigned char color = (*Source++); /* A */ Dest[1] = (color & 0xf0u) << 0; /* L */ Dest[0] = (color & 0x0fu) << 4; Dest += 2; } } } } static void convert_r5g5_snorm_l6_unorm(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 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++) { 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++ ) { 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++; } } } } static void convert_r5g5_snorm_l6_unorm_nv(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, 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. * * 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++) { 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++ ) { l_in = (*texel_in & 0xfc00u) >> 10; g_in = (*texel_in & 0x03e0u) >> 5; r_in = *texel_in & 0x001fu; 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++; } } } } static void convert_r8g8_snorm(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; const short *Source; unsigned char *Dest; for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch); Dest = dst + z * dst_slice_pitch + y * dst_row_pitch; for (x = 0; x < width; x++ ) { const short color = (*Source++); /* B */ Dest[0] = 0xff; /* G */ Dest[1] = (color >> 8) + 128; /* V */ /* R */ Dest[2] = (color & 0xff) + 128; /* U */ Dest += 3; } } } } static void convert_r8g8_snorm_l8x8_unorm(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; const DWORD *Source; unsigned char *Dest; /* Doesn't work correctly with the fixed function pipeline, but can work in * shaders if the shader is adjusted. (There's no use for this format in gl's * standard fixed function pipeline anyway). */ for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); Dest = dst + z * dst_slice_pitch + y * dst_row_pitch; for (x = 0; x < width; x++ ) { LONG color = (*Source++); /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */ /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */ /* R */ Dest[2] = (color & 0xff) + 128; /* U */ Dest += 4; } } } } static void convert_r8g8_snorm_l8x8_unorm_nv(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; const DWORD *Source; unsigned char *Dest; /* This implementation works with the fixed function pipeline and shaders * without further modification after converting the surface. */ for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); Dest = dst + z * dst_slice_pitch + y * dst_row_pitch; for (x = 0; x < width; x++ ) { LONG color = (*Source++); /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */ /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */ /* U */ Dest[0] = (color & 0xff); /* U */ /* I */ Dest[3] = 255; /* X */ Dest += 4; } } } } static void convert_r8g8b8a8_snorm(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; const DWORD *Source; unsigned char *Dest; for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); Dest = dst + z * dst_slice_pitch + y * dst_row_pitch; for (x = 0; x < width; x++ ) { LONG color = (*Source++); /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */ /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */ /* R */ Dest[2] = (color & 0xff) + 128; /* U */ /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */ Dest += 4; } } } } static void convert_r16g16_snorm(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; const DWORD *Source; unsigned short *Dest; for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch); for (x = 0; x < width; x++ ) { const DWORD color = (*Source++); /* B */ Dest[0] = 0xffff; /* G */ Dest[1] = (color >> 16) + 32768; /* V */ /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */ Dest += 3; } } } } static void convert_r16g16(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; const WORD *Source; WORD *Dest; 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 = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch); for (x = 0; x < width; x++ ) { WORD green = (*Source++); WORD red = (*Source++); Dest[0] = green; Dest[1] = red; /* Strictly speaking not correct for R16G16F, but it doesn't matter because the * shader overwrites it anyway */ Dest[2] = 0xffff; Dest += 3; } } } } static void convert_r32g32_float(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; const float *Source; float *Dest; for (z = 0; z < depth; z++) { for (y = 0; y < height; y++) { Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch); Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch); for (x = 0; x < width; x++ ) { float green = (*Source++); float red = (*Source++); Dest[0] = green; Dest[1] = red; Dest[2] = 1.0f; Dest += 3; } } } } static void convert_s1_uint_d15_unorm(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; for (z = 0; z < depth; z++) { for (y = 0; y < height; ++y) { const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch); DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch); for (x = 0; x < width; ++x) { /* The depth data is normalized, so needs to be scaled, * the stencil data isn't. Scale depth data by * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */ WORD d15 = source[x] >> 1; DWORD d24 = (d15 << 9) + (d15 >> 6); dest[x] = (d24 << 8) | (source[x] & 0x1); } } } } static void convert_s4x4_uint_d24_unorm(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; for (z = 0; z < depth; z++) { for (y = 0; y < height; ++y) { const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch); for (x = 0; x < width; ++x) { /* Just need to clear out the X4 part. */ dest[x] = source[x] & ~0xf0; } } } } static void convert_s8_uint_d24_float(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; for (z = 0; z < depth; z++) { for (y = 0; y < height; ++y) { const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch); DWORD *dest_s = (DWORD *)dest_f; for (x = 0; x < width; ++x) { 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_B8G8R8_UNORM * WINED3DFMT_B2G3R3_UNORM * WINED3DFMT_L4A4_UNORM * WINED3DFMT_S1_UINT_D15_UNORM * WINED3DFMT_S4X4_UINT_D24_UNORM * * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw. * Since it is not widely available, don't offer it. Further no Windows driver * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either. * WINED3DFMT_P8_UINT * WINED3DFMT_P8_UINT_A8_UNORM * * These formats seem to be similar to the HILO formats in * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16, * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI * refused to support formats which can easily be emulated with pixel shaders, * so applications have to deal with not having NVHS and NVHU. * WINED3DFMT_NVHU * WINED3DFMT_NVHS */ static const struct wined3d_format_texture_info format_texture_info[] = { /* format id gl_internal gl_srgb_internal gl_rt_internal gl_format gl_type conv_byte_count flags extension convert */ /* FourCC formats */ /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big * endian machine */ {WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0, GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING, APPLE_YCBCR_422, NULL}, {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0, GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING, APPLE_YCBCR_422, NULL}, {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_DXT1, 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_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED, EXT_TEXTURE_COMPRESSION_S3TC, NULL}, {WINED3DFMT_DXT2, 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_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED, EXT_TEXTURE_COMPRESSION_S3TC, NULL}, {WINED3DFMT_DXT3, 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_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED, EXT_TEXTURE_COMPRESSION_S3TC, NULL}, {WINED3DFMT_DXT4, 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_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED, EXT_TEXTURE_COMPRESSION_S3TC, NULL}, {WINED3DFMT_DXT5, 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_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED, EXT_TEXTURE_COMPRESSION_S3TC, NULL}, {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_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_RGBA_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_RGBA_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, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_FLOAT, NULL}, {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0, GL_RED, GL_FLOAT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0, GL_RGB, GL_FLOAT, 12, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_FLOAT, convert_r32g32_float}, {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 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, ARB_TEXTURE_FLOAT, NULL}, /* Float */ {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, GL_RED, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_FLOAT, NULL}, {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0, GL_RED, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, GL_RGB, GL_HALF_FLOAT_ARB, 6, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_FLOAT, convert_r16g16}, {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0, GL_RG, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0, GL_RGBA, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF, ARB_TEXTURE_FLOAT, NULL}, /* Palettized formats */ {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0, 0, 0, NULL}, /* Standard ARGB formats */ {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0, GL_BGR, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE | WINED3DFMT_FLAG_VTF, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE, NULL}, {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, 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, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 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, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE, NULL}, {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_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, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16, GL_RGB, GL_UNSIGNED_SHORT, 6, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, convert_r16g16}, {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0, GL_RG, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0, GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0, GL_RGBA, GL_UNSIGNED_SHORT, 0, 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, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, GL_RED, GL_UNSIGNED_SHORT, 0, 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_SRGB_READ, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, convert_l4a4_unorm}, /* Bump mapping stuff */ {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0, GL_BGR, GL_UNSIGNED_BYTE, 3, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, WINED3D_GL_EXT_NONE, convert_r8g8_snorm}, {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0, GL_DSDT_NV, GL_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_BUMPMAP, WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm}, {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0, GL_DSDT_MAG_NV, GL_BYTE, 3, 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_BUMPMAP, WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm}, {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0, GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv}, {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0, GL_BGRA, GL_UNSIGNED_BYTE, 4, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm}, {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0, GL_RGBA, GL_BYTE, 0, 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_BUMPMAP, WINED3D_GL_EXT_NONE, convert_r16g16_snorm}, {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0, GL_HILO_NV, GL_SHORT, 0, 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, WINED3DFMT_FLAG_DEPTH, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_DEPTH, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm}, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm}, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, EXT_PACKED_DEPTH_STENCIL, NULL}, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_FRAMEBUFFER_OBJECT, NULL}, {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_DEPTH, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm}, {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_DEPTH, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_BUFFER_FLOAT, NULL}, {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 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}, /* 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 | WINED3DFMT_FLAG_COMPRESSED, ATI_TEXTURE_COMPRESSION_3DC, NULL}, {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0, 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, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, EXT_PACKED_DEPTH_STENCIL, NULL}, {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, 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_FBO_ATTACHABLE, ARB_FRAMEBUFFER_OBJECT, NULL}, }; static inline int getFmtIdx(enum wined3d_format_id format_id) { /* 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) { return format_id; } else { unsigned int i; for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i) { if (formats[i].id == format_id) return i; } } 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 BOOL init_format_base_info(struct wined3d_gl_info *gl_info) { UINT format_count = sizeof(formats) / sizeof(*formats); UINT i; gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats)); if (!gl_info->formats) { ERR("Failed to allocate memory.\n"); return FALSE; } for (i = 0; i < format_count; ++i) { struct wined3d_format *format = &gl_info->formats[i]; format->id = formats[i].id; format->red_size = formats[i].red_size; format->green_size = formats[i].green_size; format->blue_size = formats[i].blue_size; format->alpha_size = formats[i].alpha_size; format->red_offset = formats[i].red_offset; format->green_offset = formats[i].green_offset; format->blue_offset = formats[i].blue_offset; format->alpha_offset = formats[i].alpha_offset; format->byte_count = formats[i].bpp; format->depth_size = formats[i].depth_size; format->stencil_size = formats[i].stencil_size; format->block_width = 1; format->block_height = 1; format->block_byte_count = formats[i].bpp; } for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i) { int fmt_idx = getFmtIdx(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); HeapFree(GetProcessHeap(), 0, gl_info->formats); return FALSE; } format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags); } return TRUE; } 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); if (fmt_idx == -1) { ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_block_info[i].id), format_block_info[i].id); return FALSE; } format = &gl_info->formats[fmt_idx]; 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_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS); if (!format_block_info[i].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(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. */ 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; gl_info->gl_ops.gl.p_glDisable(GL_BLEND); for (type = 0; type < ARRAY_SIZE(format->flags); ++type) { const char *type_string = "color"; if (type == WINED3D_GL_RES_TYPE_BUFFER) continue; create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal, format->glFormat, format->glType); 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); 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 (!rt_internal) { 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 %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; } } } 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)) { DWORD readback[16 * 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]) { 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->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); draw_test_quad(ctx, NULL, &black); gl_info->gl_ops.gl.p_glEnable(GL_BLEND); draw_test_quad(ctx, NULL, &half_transparent_red); 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; } } if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_PACKED_DEPTH_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"); } } if (format->glInternal != format->glGammaInternal) { 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); 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, type %u.\n", debug_d3dformat(format->id), type); format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB; } else { 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 (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { 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 (fallback_fmt_used && regular_fmt_used) { 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); } } 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; for (type = 0; type < ARRAY_SIZE(format->flags); ++type) { 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_caps_gl_ctx *ctx) { 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) { 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; for (type = 0; type < ARRAY_SIZE(format->flags); ++type) { 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) { 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) { 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 doesn't support post-pixelshader blending, resource typed %u.\n", debug_d3dformat(format->id), type); format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; } } else { 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'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'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 (fallback_fmt_used && regular_fmt_used) { 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); } } return; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0); gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0); } for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { struct wined3d_format *format = &gl_info->formats[i]; if (!format->glInternal) continue; 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)); continue; } 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(ctx, format); } else { format->rtInternal = format->glInternal; } } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); } static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info) { GLint count, multisample_types[MAX_MULTISAMPLE_TYPES]; struct fragment_caps fragment_caps; struct shader_caps shader_caps; BOOL srgb_write; unsigned int i, j, max_log2; adapter->fragment_pipe->get_caps(gl_info, &fragment_caps); adapter->shader_backend->shader_get_caps(gl_info, &shader_caps); srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE) && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE); 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; if (fmt_idx == -1) { ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id); return FALSE; } if (!gl_info->supported[format_texture_info[i].extension]) continue; format = &gl_info->formats[fmt_idx]; /* 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[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)) continue; format->glInternal = format_texture_info[i].gl_internal; format->glGammaInternal = format_texture_info[i].gl_srgb_internal; format->rtInternal = format_texture_info[i].gl_rt_internal; format->glFormat = format_texture_info[i].gl_format; format->glType = format_texture_info[i].gl_type; format->color_fixup = COLOR_FIXUP_IDENTITY; format->height_scale.numerator = 1; format->height_scale.denominator = 1; 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; /* 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 (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags; 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 (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 (format->glGammaInternal != format->glInternal) { query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ, WINED3DFMT_FLAG_SRGB_READ, "sRGB read"); if (srgb_write) 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 (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) format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE); if (!gl_info->supported[ARB_DEPTH_TEXTURE] && format_texture_info[i].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 (j = 0; j < count; ++j) { if (multisample_types[j] > sizeof(format->multisample_types) * 8) continue; format->multisample_types |= 1u << (multisample_types[j] - 1); } } else { max_log2 = wined3d_log2i(min(gl_info->limits.samples, sizeof(format->multisample_types) * 8)); for (j = 1; j <= max_log2; ++j) format->multisample_types |= 1u << ((1u << j) - 1); } } /* Texture conversion stuff */ format->convert = format_texture_info[i].convert; format->conv_byte_count = format_texture_info[i].conv_byte_count; } return TRUE; } static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; return TRUE; } /* A context is provided by the caller */ static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal) { static const DWORD data[] = {0x00000000, 0xffffffff}; GLuint tex, fbo, buffer; DWORD readback[16 * 1]; BOOL ret = FALSE; /* Render a filtered texture and see what happens. This is intended to detect the lack of * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of * falling back to software. If this changes in the future this code will get fooled and * apps might hit the software path due to incorrectly advertised caps. * * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter * disable fallback, if Apple or ATI ever change the driver behavior they will break more * than Wine. The Linux binary <= r500 driver is not maintained any more anyway */ while (gl_info->gl_ops.gl.p_glGetError()); gl_info->gl_ops.gl.p_glGenTextures(1, &buffer); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer); memset(readback, 0x7e, sizeof(readback)); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback); 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); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); 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, buffer, 0); gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0); gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1); 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_glClearColor(0, 1, 0, 0); gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT); gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0); gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f); gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0); gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f); gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0); gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f); gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0); gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f); gl_info->gl_ops.gl.p_glEnd(); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer); memset(readback, 0x7f, sizeof(readback)); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback); if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5)) { TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n", readback[6], readback[9]); ret = FALSE; } else { TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n", readback[6], readback[9]); ret = TRUE; } gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer); if (gl_info->gl_ops.gl.p_glGetError()) { FIXME("Error during filtering test for format %x, returning no filtering\n", internal); ret = FALSE; } return ret; } static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) { struct wined3d_format *format; unsigned int fmt_idx, i; static const enum wined3d_format_id fmts16[] = { WINED3DFMT_R16_FLOAT, WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16B16A16_FLOAT, }; BOOL filtered; if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2]) /* This was already handled by init_format_texture_info(). */ return; 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]) { TRACE("Nvidia card with texture_float support: Assuming float16 blending\n"); filtered = TRUE; } else if (gl_info->limits.glsl_varyings > 44) { TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n"); filtered = TRUE; } else { TRACE("Assuming no float16 blending\n"); filtered = FALSE; } if(filtered) { for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++) { fmt_idx = getFmtIdx(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]); format = &gl_info->formats[fmt_idx]; if (!format->glInternal) continue; /* Not supported by GL */ filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal); if(filtered) { TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i])); format_set_flag(format, WINED3DFMT_FLAG_FILTERING); } else { TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i])); } } } static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info) { unsigned int i; int idx; idx = getFmtIdx(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); 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); 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); 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); 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); /* 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]) { /* 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 = getFmtIdx(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); 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); } else { /* Emulate using unsigned formats. This requires load-time conversion in addition to the * fixups here. */ idx = getFmtIdx(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); 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_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 = 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); } if (!gl_info->supported[NV_TEXTURE_SHADER]) { idx = getFmtIdx(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); } if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]) { idx = getFmtIdx(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 = getFmtIdx(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); 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); gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2); idx = getFmtIdx(WINED3DFMT_UYVY); gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY); } idx = getFmtIdx(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); 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 = getFmtIdx(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); 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); gl_info->formats[idx].gl_vtx_format = GL_BGRA; } if (gl_info->supported[ARB_HALF_FLOAT_VERTEX]) { /* 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); gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */ idx = getFmtIdx(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); format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE); idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT); format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE); idx = getFmtIdx(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); format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE); } /* ATI instancing hack: Although ATI cards do not support Shader Model * 3.0, they support instancing. To query if the card supports instancing * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T') * is used. Should an application check for this, provide a proper return * value. We can do instancing with all shader versions, but we need * vertex shaders. * * Additionally applications have to set the D3DRS_POINTSIZE render state * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d * doesn't need that and just ignores it. * * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */ /* 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); format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE); } /* Depth bound test. To query if the card supports it CheckDeviceFormat() * with the special format MAKEFOURCC('N','V','D','B') is used. It is * enabled by setting D3DRS_ADAPTIVETESS_X render state to * MAKEFOURCC('N','V','D','B') and then controlled by setting * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test * value. */ if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST]) { idx = getFmtIdx(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 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with * RENDERTARGET usage. */ if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) { idx = getFmtIdx(WINED3DFMT_RESZ); format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET); } for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { struct wined3d_format *format = &gl_info->formats[i]; 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_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 = getFmtIdx(WINED3DFMT_DXT1); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(WINED3DFMT_DXT2); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(WINED3DFMT_DXT3); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(WINED3DFMT_DXT4); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(WINED3DFMT_DXT5); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(WINED3DFMT_BC1_UNORM); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(WINED3DFMT_BC2_UNORM); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(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 = getFmtIdx(WINED3DFMT_ATI1N); gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE; idx = getFmtIdx(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) { unsigned int i; 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); if (fmt_idx == -1) { ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id); return FALSE; } format = &gl_info->formats[fmt_idx]; format->emit_idx = format_vertex_info[i].emit_idx; format->component_count = format_vertex_info[i].component_count; format->gl_vtx_type = format_vertex_info[i].gl_vtx_type; format->gl_vtx_format = format_vertex_info[i].gl_vtx_format; format->gl_normalized = format_vertex_info[i].gl_normalized; format->component_size = format_vertex_info[i].component_size; } return TRUE; } BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) { if (!init_format_base_info(gl_info)) return FALSE; if (!init_format_block_info(gl_info)) { HeapFree(GetProcessHeap(), 0, gl_info->formats); gl_info->formats = NULL; return FALSE; } return TRUE; } /* Context activation is done by the caller. */ 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_base_info(gl_info)) return FALSE; if (!init_format_block_info(gl_info)) goto fail; if (!init_format_texture_info(adapter, gl_info)) goto fail; if (!init_format_vertex_info(gl_info)) goto fail; apply_format_fixups(adapter, gl_info); init_format_fbo_compat_info(ctx); init_format_filter_info(gl_info, adapter->driver_info.vendor); return TRUE; fail: HeapFree(GetProcessHeap(), 0, gl_info->formats); gl_info->formats = NULL; 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); 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); } return &gl_info->formats[idx]; } 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[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS) { UINT row_count = (height + format->block_height - 1) / format->block_height; size = row_count * ((pitch + alignment - 1) & ~(alignment - 1)); } else { size = height * ((pitch + alignment - 1) & ~(alignment - 1)); } 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 /= format->height_scale.denominator; } size *= depth; return size; } /***************************************************************************** * 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) { #define FMT_TO_STR(format_id) case format_id: return #format_id FMT_TO_STR(WINED3DFMT_UNKNOWN); FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM); FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM); FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM); FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM); FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM); FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM); FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM); FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM); FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM); FMT_TO_STR(WINED3DFMT_P8_UINT); FMT_TO_STR(WINED3DFMT_L8_UNORM); FMT_TO_STR(WINED3DFMT_L8A8_UNORM); FMT_TO_STR(WINED3DFMT_L4A4_UNORM); FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM); FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM); FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM); FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM); FMT_TO_STR(WINED3DFMT_UYVY); FMT_TO_STR(WINED3DFMT_YUY2); FMT_TO_STR(WINED3DFMT_YV12); FMT_TO_STR(WINED3DFMT_NV12); FMT_TO_STR(WINED3DFMT_DXT1); FMT_TO_STR(WINED3DFMT_DXT2); FMT_TO_STR(WINED3DFMT_DXT3); FMT_TO_STR(WINED3DFMT_DXT4); FMT_TO_STR(WINED3DFMT_DXT5); FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8); FMT_TO_STR(WINED3DFMT_G8R8_G8B8); FMT_TO_STR(WINED3DFMT_R8G8_B8G8); FMT_TO_STR(WINED3DFMT_D16_LOCKABLE); FMT_TO_STR(WINED3DFMT_D32_UNORM); FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM); FMT_TO_STR(WINED3DFMT_X8D24_UNORM); FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM); FMT_TO_STR(WINED3DFMT_L16_UNORM); 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_NVHS); FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS); FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT); FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT); FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT); FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS); FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT); FMT_TO_STR(WINED3DFMT_R32G32B32_UINT); FMT_TO_STR(WINED3DFMT_R32G32B32_SINT); FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS); FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT); FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM); FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT); FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM); FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT); FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS); FMT_TO_STR(WINED3DFMT_R32G32_FLOAT); FMT_TO_STR(WINED3DFMT_R32G32_UINT); FMT_TO_STR(WINED3DFMT_R32G32_SINT); FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS); FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT); FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS); FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT); FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS); FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM); FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT); FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM); FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT); FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS); FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM); FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB); FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT); FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM); FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT); FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS); FMT_TO_STR(WINED3DFMT_R16G16_FLOAT); FMT_TO_STR(WINED3DFMT_R16G16_UNORM); FMT_TO_STR(WINED3DFMT_R16G16_UINT); FMT_TO_STR(WINED3DFMT_R16G16_SNORM); FMT_TO_STR(WINED3DFMT_R16G16_SINT); FMT_TO_STR(WINED3DFMT_R32_TYPELESS); FMT_TO_STR(WINED3DFMT_D32_FLOAT); FMT_TO_STR(WINED3DFMT_R32_FLOAT); FMT_TO_STR(WINED3DFMT_R32_UINT); FMT_TO_STR(WINED3DFMT_R32_SINT); FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS); FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT); FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS); FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT); FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS); FMT_TO_STR(WINED3DFMT_R8G8_UNORM); FMT_TO_STR(WINED3DFMT_R8G8_UINT); FMT_TO_STR(WINED3DFMT_R8G8_SNORM); FMT_TO_STR(WINED3DFMT_R8G8_SINT); FMT_TO_STR(WINED3DFMT_R16_TYPELESS); FMT_TO_STR(WINED3DFMT_R16_FLOAT); FMT_TO_STR(WINED3DFMT_D16_UNORM); FMT_TO_STR(WINED3DFMT_R16_UNORM); FMT_TO_STR(WINED3DFMT_R16_UINT); FMT_TO_STR(WINED3DFMT_R16_SNORM); FMT_TO_STR(WINED3DFMT_R16_SINT); FMT_TO_STR(WINED3DFMT_R8_TYPELESS); FMT_TO_STR(WINED3DFMT_R8_UNORM); FMT_TO_STR(WINED3DFMT_R8_UINT); FMT_TO_STR(WINED3DFMT_R8_SNORM); FMT_TO_STR(WINED3DFMT_R8_SINT); FMT_TO_STR(WINED3DFMT_A8_UNORM); FMT_TO_STR(WINED3DFMT_R1_UNORM); FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP); FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM); FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM); FMT_TO_STR(WINED3DFMT_BC1_TYPELESS); FMT_TO_STR(WINED3DFMT_BC1_UNORM); FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB); FMT_TO_STR(WINED3DFMT_BC2_TYPELESS); FMT_TO_STR(WINED3DFMT_BC2_UNORM); FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB); FMT_TO_STR(WINED3DFMT_BC3_TYPELESS); FMT_TO_STR(WINED3DFMT_BC3_UNORM); FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB); FMT_TO_STR(WINED3DFMT_BC4_TYPELESS); FMT_TO_STR(WINED3DFMT_BC4_UNORM); FMT_TO_STR(WINED3DFMT_BC4_SNORM); FMT_TO_STR(WINED3DFMT_BC5_TYPELESS); FMT_TO_STR(WINED3DFMT_BC5_UNORM); FMT_TO_STR(WINED3DFMT_BC5_SNORM); FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM); FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM); FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM); FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM); FMT_TO_STR(WINED3DFMT_INTZ); FMT_TO_STR(WINED3DFMT_RESZ); FMT_TO_STR(WINED3DFMT_NULL); FMT_TO_STR(WINED3DFMT_R16); FMT_TO_STR(WINED3DFMT_AL16); #undef FMT_TO_STR default: { char fourcc[5]; fourcc[0] = (char)(format_id); fourcc[1] = (char)(format_id >> 8); fourcc[2] = (char)(format_id >> 16); fourcc[3] = (char)(format_id >> 24); fourcc[4] = 0; if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3])) FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc); else FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id); } return "unrecognized"; } } const char *debug_d3ddevicetype(enum wined3d_device_type device_type) { switch (device_type) { #define DEVTYPE_TO_STR(dev) case dev: return #dev DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL); DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF); DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW); #undef DEVTYPE_TO_STR default: FIXME("Unrecognized device type %#x.\n", device_type); return "unrecognized"; } } const char *debug_d3dusage(DWORD usage) { char buf[333]; buf[0] = '\0'; #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; } WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET); WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL); WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY); WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING); WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP); WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS); WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES); WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES); WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC); WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP); WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP); WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL); WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY); #undef WINED3DUSAGE_TO_STR if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage); return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0"; } const char *debug_d3dusagequery(DWORD usagequery) { char buf[238]; buf[0] = '\0'; #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; } WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER); WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP); WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING); WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD); WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE); WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE); WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP); #undef WINED3DUSAGEQUERY_TO_STR if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery); return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0"; } const char *debug_d3ddeclmethod(enum wined3d_decl_method method) { switch (method) { #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT); WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U); WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V); WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV); WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV); WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP); WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED); #undef WINED3DDECLMETHOD_TO_STR default: FIXME("Unrecognized declaration method %#x.\n", method); return "unrecognized"; } } const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) { switch (usage) { #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH); WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE); #undef WINED3DDECLUSAGE_TO_STR default: FIXME("Unrecognized %u declaration usage!\n", usage); return "unrecognized"; } } 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 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"; } } const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) { switch (primitive_type) { #define PRIM_TO_STR(prim) case prim: return #prim PRIM_TO_STR(WINED3D_PT_UNDEFINED); PRIM_TO_STR(WINED3D_PT_POINTLIST); PRIM_TO_STR(WINED3D_PT_LINELIST); PRIM_TO_STR(WINED3D_PT_LINESTRIP); PRIM_TO_STR(WINED3D_PT_TRIANGLELIST); PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP); PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN); PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ); PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ); PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ); PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ); #undef PRIM_TO_STR default: FIXME("Unrecognized %u primitive type!\n", primitive_type); return "unrecognized"; } } const char *debug_d3drenderstate(enum wined3d_render_state state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS); D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE); D3DSTATE_TO_STR(WINED3D_RS_WRAPU); D3DSTATE_TO_STR(WINED3D_RS_WRAPV); D3DSTATE_TO_STR(WINED3D_RS_ZENABLE); D3DSTATE_TO_STR(WINED3D_RS_FILLMODE); D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE); D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN); D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE); D3DSTATE_TO_STR(WINED3D_RS_ROP2); D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK); D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE); D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE); D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL); D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND); D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND); D3DSTATE_TO_STR(WINED3D_RS_CULLMODE); D3DSTATE_TO_STR(WINED3D_RS_ZFUNC); D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF); D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC); D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE); D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE); D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE); D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE); D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE); D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL); D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX); D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA); D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR); D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE); D3DSTATE_TO_STR(WINED3D_RS_FOGSTART); D3DSTATE_TO_STR(WINED3D_RS_FOGEND); D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY); D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE); D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS); D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE); D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS); D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE); D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY); D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH); D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT); D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE); D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL); D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL); D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS); D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC); D3DSTATE_TO_STR(WINED3D_RS_STENCILREF); D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK); D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK); D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR); D3DSTATE_TO_STR(WINED3D_RS_WRAP0); D3DSTATE_TO_STR(WINED3D_RS_WRAP1); D3DSTATE_TO_STR(WINED3D_RS_WRAP2); D3DSTATE_TO_STR(WINED3D_RS_WRAP3); D3DSTATE_TO_STR(WINED3D_RS_WRAP4); D3DSTATE_TO_STR(WINED3D_RS_WRAP5); D3DSTATE_TO_STR(WINED3D_RS_WRAP6); D3DSTATE_TO_STR(WINED3D_RS_WRAP7); D3DSTATE_TO_STR(WINED3D_RS_CLIPPING); D3DSTATE_TO_STR(WINED3D_RS_LIGHTING); D3DSTATE_TO_STR(WINED3D_RS_EXTENTS); D3DSTATE_TO_STR(WINED3D_RS_AMBIENT); D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE); D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX); D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER); D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS); D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE); D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE); D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE); D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE); D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE); D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND); D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE); D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING); D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE); D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN); D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE); D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE); D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A); D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B); D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C); D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS); D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK); D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE); D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS); D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN); D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX); D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE); D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR); D3DSTATE_TO_STR(WINED3D_RS_BLENDOP); D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE); D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE); D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE); D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS); D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE); D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL); D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL); D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X); D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y); D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z); D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W); D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION); D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE); D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL); D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL); D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS); D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3); D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR); D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE); D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS); D3DSTATE_TO_STR(WINED3D_RS_WRAP8); D3DSTATE_TO_STR(WINED3D_RS_WRAP9); D3DSTATE_TO_STR(WINED3D_RS_WRAP10); D3DSTATE_TO_STR(WINED3D_RS_WRAP11); D3DSTATE_TO_STR(WINED3D_RS_WRAP12); D3DSTATE_TO_STR(WINED3D_RS_WRAP13); D3DSTATE_TO_STR(WINED3D_RS_WRAP14); D3DSTATE_TO_STR(WINED3D_RS_WRAP15); D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE); D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA); D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA); D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA); #undef D3DSTATE_TO_STR default: FIXME("Unrecognized %u render state!\n", state); return "unrecognized"; } } const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR); D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U); D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V); D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W); D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER); D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER); D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER); D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS); D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL); D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY); D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE); D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX); D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET); #undef D3DSTATE_TO_STR default: FIXME("Unrecognized %u sampler state!\n", state); return "unrecognized"; } } const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) { switch (filter_type) { #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD); D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD); #undef D3DTEXTUREFILTERTYPE_TO_STR default: FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type); return "unrecognized"; } } const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP); D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1); D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2); D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP); D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1); D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2); D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00); D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01); D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10); D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11); D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX); D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE); D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET); D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS); D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0); D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0); D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG); D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT); #undef D3DSTATE_TO_STR default: FIXME("Unrecognized %u texture state!\n", state); return "unrecognized"; } } const char *debug_d3dtop(enum wined3d_texture_op d3dtop) { switch (d3dtop) { #define D3DTOP_TO_STR(u) case u: return #u D3DTOP_TO_STR(WINED3D_TOP_DISABLE); D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1); D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2); D3DTOP_TO_STR(WINED3D_TOP_MODULATE); D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X); D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X); D3DTOP_TO_STR(WINED3D_TOP_ADD); D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED); D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X); D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT); D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH); D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA); D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA); D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA); D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM); D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA); D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE); D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR); D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA); D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR); D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA); D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP); D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE); D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3); D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD); D3DTOP_TO_STR(WINED3D_TOP_LERP); #undef D3DTOP_TO_STR default: FIXME("Unrecognized texture op %#x.\n", d3dtop); return "unrecognized"; } } const char *debug_d3dtstype(enum wined3d_transform_state tstype) { switch (tstype) { #define TSTYPE_TO_STR(tstype) case tstype: return #tstype TSTYPE_TO_STR(WINED3D_TS_VIEW); TSTYPE_TO_STR(WINED3D_TS_PROJECTION); TSTYPE_TO_STR(WINED3D_TS_TEXTURE0); TSTYPE_TO_STR(WINED3D_TS_TEXTURE1); TSTYPE_TO_STR(WINED3D_TS_TEXTURE2); TSTYPE_TO_STR(WINED3D_TS_TEXTURE3); TSTYPE_TO_STR(WINED3D_TS_TEXTURE4); TSTYPE_TO_STR(WINED3D_TS_TEXTURE5); 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) { FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype); return ("WINED3D_TS_WORLD_MATRIX > 0"); } FIXME("Unrecognized transform state %#x.\n", tstype); return "unrecognized"; } } static const char *debug_shader_type(enum wined3d_shader_type type) { switch(type) { #define WINED3D_TO_STR(type) case type: return #type WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL); WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX); WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY); #undef WINED3D_TO_STR default: FIXME("Unrecognized shader type %#x.\n", type); return "unrecognized"; } } const char *debug_d3dstate(DWORD state) { if (STATE_IS_RENDER(state)) return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0))); if (STATE_IS_TEXTURESTAGE(state)) { DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0); return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)", texture_stage, debug_d3dtexturestate(texture_state)); } if (STATE_IS_SAMPLER(state)) 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_STREAMSRC"; if (STATE_IS_INDEXBUFFER(state)) return "STATE_INDEXBUFFER"; if (STATE_IS_VDECL(state)) return "STATE_VDECL"; if (STATE_IS_VIEWPORT(state)) return "STATE_VIEWPORT"; if (STATE_IS_LIGHT_TYPE(state)) return "STATE_LIGHT_TYPE"; if (STATE_IS_ACTIVELIGHT(state)) return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0)); if (STATE_IS_SCISSORRECT(state)) return "STATE_SCISSORRECT"; if (STATE_IS_CLIPPLANE(state)) return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0)); if (STATE_IS_MATERIAL(state)) return "STATE_MATERIAL"; if (STATE_IS_FRONTFACE(state)) return "STATE_FRONTFACE"; if (STATE_IS_POINTSPRITECOORDORIGIN(state)) return "STATE_POINTSPRITECOORDORIGIN"; if (STATE_IS_BASEVERTEXINDEX(state)) return "STATE_BASEVERTEXINDEX"; if (STATE_IS_FRAMEBUFFER(state)) return "STATE_FRAMEBUFFER"; 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); } const char *debug_d3dpool(enum wined3d_pool pool) { switch (pool) { #define POOL_TO_STR(p) case p: return #p POOL_TO_STR(WINED3D_POOL_DEFAULT); POOL_TO_STR(WINED3D_POOL_MANAGED); POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM); POOL_TO_STR(WINED3D_POOL_SCRATCH); #undef POOL_TO_STR default: FIXME("Unrecognized pool %#x.\n", pool); return "unrecognized"; } } const char *debug_fbostatus(GLenum status) { switch(status) { #define FBOSTATUS_TO_STR(u) case u: return #u FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED); #undef FBOSTATUS_TO_STR default: FIXME("Unrecognied FBO status 0x%08x\n", status); return "unrecognized"; } } const char *debug_glerror(GLenum error) { switch(error) { #define GLERROR_TO_STR(u) case u: return #u GLERROR_TO_STR(GL_NO_ERROR); GLERROR_TO_STR(GL_INVALID_ENUM); GLERROR_TO_STR(GL_INVALID_VALUE); GLERROR_TO_STR(GL_INVALID_OPERATION); GLERROR_TO_STR(GL_STACK_OVERFLOW); GLERROR_TO_STR(GL_STACK_UNDERFLOW); GLERROR_TO_STR(GL_OUT_OF_MEMORY); GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION); #undef GLERROR_TO_STR default: FIXME("Unrecognied GL error 0x%08x\n", error); return "unrecognized"; } } static const char *debug_fixup_channel_source(enum fixup_channel_source source) { switch(source) { #define WINED3D_TO_STR(x) case x: return #x WINED3D_TO_STR(CHANNEL_SOURCE_ZERO); WINED3D_TO_STR(CHANNEL_SOURCE_ONE); WINED3D_TO_STR(CHANNEL_SOURCE_X); WINED3D_TO_STR(CHANNEL_SOURCE_Y); WINED3D_TO_STR(CHANNEL_SOURCE_Z); WINED3D_TO_STR(CHANNEL_SOURCE_W); WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0); WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1); #undef WINED3D_TO_STR default: FIXME("Unrecognized fixup_channel_source %#x\n", source); return "unrecognized"; } } static const char *debug_complex_fixup(enum complex_fixup fixup) { switch(fixup) { #define WINED3D_TO_STR(x) case x: return #x WINED3D_TO_STR(COMPLEX_FIXUP_YUY2); WINED3D_TO_STR(COMPLEX_FIXUP_UYVY); WINED3D_TO_STR(COMPLEX_FIXUP_YV12); WINED3D_TO_STR(COMPLEX_FIXUP_NV12); WINED3D_TO_STR(COMPLEX_FIXUP_P8); #undef WINED3D_TO_STR default: FIXME("Unrecognized complex fixup %#x\n", fixup); return "unrecognized"; } } void dump_color_fixup_desc(struct color_fixup_desc fixup) { if (is_complex_fixup(fixup)) { TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup))); return; } TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : ""); TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : ""); TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : ""); TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : ""); } BOOL is_invalid_op(const struct wined3d_state *state, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) { if (op == WINED3D_TOP_DISABLE) return FALSE; if (state->textures[stage]) return FALSE; if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && op != WINED3D_TOP_SELECT_ARG2) return TRUE; if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && op != WINED3D_TOP_SELECT_ARG1) return TRUE; if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP)) return TRUE; return FALSE; } 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 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; enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ? 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]); } } /* 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) { get_identity_matrix(out_matrix); return; } if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED)) { ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n"); return; } mat = *matrix; if (flags & WINED3D_TTFF_PROJECTED) { if (!ffp_proj_control) { switch (flags & ~WINED3D_TTFF_PROJECTED) { case WINED3D_TTFF_COUNT2: 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._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 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: 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: 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 */ /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0 * into a bad place. The division elimination below will apply to make sure the * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0 */ case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */ break; default: FIXME("Unexpected fixed function texture coord input\n"); } } if (!ffp_proj_control) { switch (flags & ~WINED3D_TTFF_PROJECTED) { /* case WINED3D_TTFF_COUNT1: Won't ever get here. */ case WINED3D_TTFF_COUNT2: mat._13 = mat._23 = mat._33 = mat._43 = 0.0f; /* 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 drawStridedSlow * or a replacement shader. */ default: mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f; } } } *out_matrix = mat; } void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int tex, struct wined3d_matrix *mat) { 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]) { 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); } } } void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, float *out_min, float *out_max) { union { DWORD d; float f; } min, max; 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 { DWORD d; float f; } pointsize, a, b, c; out_att[0] = 1.0f; out_att[1] = 0.0f; out_att[2] = 0.0f; 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; } void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, float *start, float *end) { union { DWORD d; float f; } tmpvalue; switch (context->fog_source) { case FOGSOURCE_VS: *start = 1.0f; *end = 0.0f; break; case FOGSOURCE_COORD: *start = 255.0f; *end = 0.0f; break; 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 * in the requested format. UNORM formats for example can only express values * in the range 0.0f -> 1.0f. */ DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color) { static const struct { enum wined3d_format_id format_id; float r_mul; float g_mul; float b_mul; float a_mul; BYTE r_shift; BYTE g_shift; BYTE b_shift; BYTE a_shift; } conv[] = { {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24}, {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24}, {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24}, {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_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0}, {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24}, {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; TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n", color->r, color->g, color->b, color->a, debug_d3dformat(format->id)); for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i) { DWORD ret; if (format->id != conv[i].format_id) continue; ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift; ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift; ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift; ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift; TRACE("Returning 0x%08x.\n", ret); return ret; } FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id)); return 0; } static float color_to_float(DWORD color, DWORD size, DWORD offset) { DWORD mask = (1u << size) - 1; if (!size) return 1.0f; color >>= offset; color &= mask; 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; 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; default: ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id)); return FALSE; } } 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; 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 */ enum wined3d_format_id pixelformat_for_depth(DWORD depth) { switch (depth) { case 8: return WINED3DFMT_P8_UINT; case 15: return WINED3DFMT_B5G5R5X1_UNORM; case 16: return WINED3DFMT_B5G6R5_UNORM; case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */ case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */ default: return WINED3DFMT_UNKNOWN; } } void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2) { struct wined3d_matrix tmp; /* Now do the multiplication 'by hand'. I know that all this could be optimised, but this will be done later :-) */ 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) { DWORD size = 0; int i; int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float); if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD); if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD); if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD); switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) { case WINED3DFVF_XYZ: size += 3 * sizeof(float); break; case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break; case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break; case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break; case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break; case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break; case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break; case WINED3DFVF_XYZW: size += 4 * sizeof(float); break; default: ERR("Unexpected position mask\n"); } for (i = 0; i < numTextures; i++) { size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float); } 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) { #define ARG1 0x01 #define ARG2 0x02 #define ARG0 0x04 static const unsigned char args[WINED3D_TOP_LERP + 1] = { /* undefined */ 0, /* D3DTOP_DISABLE */ 0, /* D3DTOP_SELECTARG1 */ ARG1, /* D3DTOP_SELECTARG2 */ ARG2, /* D3DTOP_MODULATE */ ARG1 | ARG2, /* D3DTOP_MODULATE2X */ ARG1 | ARG2, /* D3DTOP_MODULATE4X */ ARG1 | ARG2, /* D3DTOP_ADD */ ARG1 | ARG2, /* D3DTOP_ADDSIGNED */ ARG1 | ARG2, /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2, /* D3DTOP_SUBTRACT */ ARG1 | ARG2, /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2, /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2, /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2, /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2, /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2, /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2, /* D3DTOP_PREMODULATE */ ARG1 | ARG2, /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2, /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2, /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2, /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2, /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2, /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2, /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2, /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0, /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0 }; unsigned int i; DWORD ttff; DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2; unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags; 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].padding = 0; if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE) { settings->op[i].cop = WINED3D_TOP_DISABLE; settings->op[i].aop = WINED3D_TOP_DISABLE; settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED; 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 = WINED3D_GL_RES_TYPE_TEX_1D; settings->op[i].projected = proj_none; i++; break; } if ((texture = state->textures[i])) { settings->op[i].color_fixup = texture->resource.format->color_fixup; if (ignore_textype) { settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D; } else { switch (texture->target) { case GL_TEXTURE_1D: settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D; break; case GL_TEXTURE_2D: settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D; break; case GL_TEXTURE_3D: settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D; break; case GL_TEXTURE_CUBE_MAP_ARB: settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; break; case GL_TEXTURE_RECTANGLE_ARB: 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 = WINED3D_GL_RES_TYPE_TEX_1D; } cop = state->texture_states[i][WINED3D_TSS_COLOR_OP]; aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP]; carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED; carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED; carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED; if (is_invalid_op(state, i, cop, carg1, carg2, carg0)) { carg0 = ARG_UNUSED; carg2 = ARG_UNUSED; carg1 = WINED3DTA_CURRENT; cop = WINED3D_TOP_SELECT_ARG1; } if (cop == WINED3D_TOP_DOTPRODUCT3) { /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates * the color result to the alpha component of the destination */ aop = cop; aarg1 = carg1; aarg2 = carg2; aarg0 = carg0; } else { aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED; aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED; aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED; } if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE]) { GLenum texture_dimensions; texture = state->textures[0]; texture_dimensions = texture->target; if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) { if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size) { if (aop == WINED3D_TOP_DISABLE) { aarg1 = WINED3DTA_TEXTURE; aop = WINED3D_TOP_SELECT_ARG1; } else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE) { if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]) { aarg2 = WINED3DTA_TEXTURE; aop = WINED3D_TOP_MODULATE; } else aarg1 = WINED3DTA_TEXTURE; } else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE) { if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]) { aarg1 = WINED3DTA_TEXTURE; aop = WINED3D_TOP_MODULATE; } else aarg2 = WINED3DTA_TEXTURE; } } } } if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0)) { aarg0 = ARG_UNUSED; aarg2 = ARG_UNUSED; aarg1 = WINED3DTA_CURRENT; aop = WINED3D_TOP_SELECT_ARG1; } if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) { ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS]; if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3)) settings->op[i].projected = proj_count3; else if (ttff & WINED3D_TTFF_PROJECTED) settings->op[i].projected = proj_count4; else settings->op[i].projected = proj_none; } else { settings->op[i].projected = proj_none; } settings->op[i].cop = cop; settings->op[i].aop = aop; settings->op[i].carg0 = carg0; settings->op[i].carg1 = carg1; settings->op[i].carg2 = carg2; settings->op[i].aarg0 = aarg0; settings->op[i].aarg1 = aarg1; settings->op[i].aarg2 = aarg2; if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP) settings->op[i].dst = tempreg; else settings->op[i].dst = resultreg; } /* Clear unsupported stages */ for(; i < MAX_TEXTURES; i++) { memset(&settings->op[i], 0xff, sizeof(settings->op[i])); } if (!state->render_states[WINED3D_RS_FOGENABLE]) { settings->fog = WINED3D_FFP_PS_FOG_OFF; } else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) { if (use_vs(state) || state->vertex_declaration->position_transformed) { settings->fog = WINED3D_FFP_PS_FOG_LINEAR; } else { switch (state->render_states[WINED3D_RS_FOGVERTEXMODE]) { case WINED3D_FOG_NONE: case WINED3D_FOG_LINEAR: settings->fog = WINED3D_FFP_PS_FOG_LINEAR; break; case WINED3D_FOG_EXP: settings->fog = WINED3D_FFP_PS_FOG_EXP; break; case WINED3D_FOG_EXP2: settings->fog = WINED3D_FFP_PS_FOG_EXP2; break; } } } else { switch (state->render_states[WINED3D_RS_FOGTABLEMODE]) { case WINED3D_FOG_LINEAR: settings->fog = WINED3D_FFP_PS_FOG_LINEAR; break; case WINED3D_FOG_EXP: settings->fog = WINED3D_FFP_PS_FOG_EXP; break; case WINED3D_FOG_EXP2: settings->fog = WINED3D_FFP_PS_FOG_EXP2; break; } } if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE] && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE) { settings->sRGB_write = 1; } else { settings->sRGB_write = 0; } if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING] || !state->render_states[WINED3D_RS_CLIPPLANEENABLE]) { /* No need to emulate clipplanes if GL supports native vertex shader clipping or if * the fixed function vertex pipeline is used(which always supports clipplanes), or * if no clipplane is enabled */ settings->emul_clipplanes = 0; } 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, const struct ffp_frag_settings *settings) { struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings); return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL; } void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) { /* Note that the key is the implementation independent part of the ffp_frag_desc structure, * whereas desc points to an extended structure with implementation specific parts. */ if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1) { ERR("Failed to insert ffp frag shader.\n"); } } /* Activates the texture dimension according to the bound D3D texture. Does * not care for the colorop or correct gl texture unit (when using nvrc). * Requires the caller to activate the correct unit. */ /* Context activation is done by the caller (state handler). */ void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { if (texture) { switch (texture->target) { case GL_TEXTURE_2D: gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); checkGLcall("glEnable(GL_TEXTURE_2D)"); break; case GL_TEXTURE_RECTANGLE_ARB: gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)"); break; case GL_TEXTURE_3D: if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D); checkGLcall("glEnable(GL_TEXTURE_3D)"); break; case GL_TEXTURE_CUBE_MAP_ARB: gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)"); break; } } else { gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); checkGLcall("glEnable(GL_TEXTURE_2D)"); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } /* Binding textures is done by samplers. A dummy texture will be bound */ } } /* Context activation is done by the caller (state handler). */ void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD sampler = state_id - STATE_SAMPLER(0); DWORD mapped_stage = context->tex_unit_map[sampler]; /* No need to enable / disable anything here for unused samplers. The * tex_colorop handler takes care. Also no action is needed with pixel * shaders, or if tex_colorop will take care of this business. */ if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return; if (sampler >= context->lowest_disabled_stage) return; if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) return; 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) { 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_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) { memset(settings, 0, sizeof(*settings)); 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) settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH; else settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD; 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 & (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 & (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 & (1u << WINED3D_FFP_DIFFUSE))) { settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]; 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->emissive_source = WINED3D_MCS_MATERIAL; settings->ambient_source = WINED3D_MCS_MATERIAL; settings->specular_source = WINED3D_MCS_MATERIAL; } settings->texcoords = 0; 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 & (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) { if (state->lights[i]) settings->light_type |= (state->lights[i]->OriginalParms.type & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i); } settings->ortho_fog = 0; 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) { settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH; 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) settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD; else if (state->render_states[WINED3D_RS_RANGEFOGENABLE]) settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE; 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) { const struct wined3d_ffp_vs_settings *ka = key; const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct wined3d_ffp_vs_desc, entry)->settings; 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, }; 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) { static const struct blit_shader * const blitters[] = { &arbfp_blit, &ffp_blit, &cpu_blit, }; unsigned int i; for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i) { 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]; } return NULL; } void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) { const struct wined3d_viewport *vp = &state->viewport; SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height); if (state->render_states[WINED3D_RS_SCISSORTESTENABLE]) IntersectRect(rect, rect, &state->scissor_rect); } const char *wined3d_debug_location(DWORD location) { char buf[294]; buf[0] = '\0'; #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; } LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED); LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM); LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY); LOCATION_TO_STR(WINED3D_LOCATION_DIB); LOCATION_TO_STR(WINED3D_LOCATION_BUFFER); LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB); LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB); LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE); LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE); LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED); #undef LOCATION_TO_STR if (location) FIXME("Unrecognized location flag(s) %#x.\n", location); return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0"; } /* Print a floating point value with the %.8e format specifier, always using * '.' as decimal separator. */ void wined3d_ftoa(float value, char *s) { int idx = 1; if (copysignf(1.0f, value) < 0.0f) ++idx; /* Be sure to allocate a buffer of at least 17 characters for the result as sprintf may return a 3 digit exponent when using the MSVC runtime instead of a 2 digit exponent. */ sprintf(s, "%.8e", value); if (isfinite(value)) s[idx] = '.'; } void wined3d_release_dc(HWND window, HDC dc) { /* You'd figure ReleaseDC() would fail if the DC doesn't match the window. * However, that's not what actually happens, and there are user32 tests * that confirm ReleaseDC() with the wrong window is supposed to succeed. * So explicitly check that the DC belongs to the window, since we want to * avoid releasing a DC that belongs to some other window if the original * window was already destroyed. */ if (WindowFromDC(dc) != window) WARN("DC %p does not belong to window %p.\n", dc, window); 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; }