/* * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); struct StaticPixelFormatDesc { enum wined3d_format_id id; DWORD alphaMask, redMask, greenMask, blueMask; UINT bpp; BYTE depthSize, stencilSize; }; /***************************************************************************** * Pixel format array * * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F, * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the * high masks do not fit into the 32 bit values needed for ddraw. It is only * used for ddraw mostly, and to figure out if the format has alpha at all, so * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit * formats are not usable in 2D rendering because ddraw doesn't support them. */ static const struct StaticPixelFormatDesc formats[] = { /* format id alphamask redmask greenmask bluemask bpp depth stencil */ {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0}, /* FourCC formats */ {WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0}, {WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0}, {WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0}, /* IEEE formats */ {WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0}, {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0}, {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0}, /* Hmm? */ {WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, /* Float */ {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0}, {WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0}, /* Palettized formats */ {WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, /* Standard ARGB formats. */ {WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0}, {WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0}, {WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0}, {WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0}, {WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0}, {WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0}, {WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0}, {WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0}, {WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0}, {WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0}, {WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0}, {WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0}, {WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0}, {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0}, {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0}, {WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0}, {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0}, {WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0}, {WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0}, /* Luminance */ {WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0}, /* Bump mapping stuff */ {WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0}, /* Depth stencil formats */ {WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0}, {WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0}, {WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1}, {WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8}, {WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0}, {WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4}, {WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0}, {WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0}, {WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8}, {WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0}, {WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0}, {WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0}, /* Vendor-specific formats */ {WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0}, {WINED3DFMT_NVDB, 0x0, 0x0, 0x0, 0x0, 0, 0, 0}, {WINED3DFMT_INTZ, 0x0, 0x0, 0x0, 0x0, 4, 24, 8}, {WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_NULL, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0}, /* Unsure about them, could not find a Windows driver that supports them */ {WINED3DFMT_R16, 0x0, 0x0000ffff, 0x0, 0x0, 2, 0, 0}, {WINED3DFMT_AL16, 0xffff0000, 0x0, 0x0, 0x0, 4, 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_UYVY, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_INTZ, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_NULL, WINED3DFMT_FLAG_FOURCC}, {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_ATI2N, WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH}, {WINED3DFMT_NVDB, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC}, {WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC}, {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}, }; struct wined3d_format_compression_info { enum wined3d_format_id id; UINT block_width; UINT block_height; UINT block_byte_count; }; static const struct wined3d_format_compression_info format_compression_info[] = { {WINED3DFMT_DXT1, 4, 4, 8}, {WINED3DFMT_DXT2, 4, 4, 16}, {WINED3DFMT_DXT3, 4, 4, 16}, {WINED3DFMT_DXT4, 4, 4, 16}, {WINED3DFMT_DXT5, 4, 4, 16}, {WINED3DFMT_ATI2N, 4, 4, 16}, }; 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)} }; 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 pitch, UINT width, UINT height); }; static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height) { /* 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; const unsigned char *Source; unsigned char *Dest; UINT outpitch = pitch * 2; for(y = 0; y < height; y++) { Source = src + y * pitch; Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { unsigned char color = (*Source++); /* A */ Dest[1] = (color & 0xf0) << 0; /* L */ Dest[0] = (color & 0x0f) << 4; Dest += 2; } } } static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height) { unsigned int x, y; const WORD *Source; for(y = 0; y < height; y++) { unsigned short *Dest_s = (unsigned short *) (dst + y * pitch); Source = (const WORD *)(src + y * pitch); for (x = 0; x < width; x++ ) { short color = (*Source++); unsigned char l = ((color >> 10) & 0xfc); short v = ((color >> 5) & 0x3e); short u = ((color ) & 0x1f); short v_conv = v + 16; short u_conv = u + 16; *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f); Dest_s += 1; } } } static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height) { unsigned int x, y; const WORD *Source; unsigned char *Dest; UINT outpitch = (pitch * 3)/2; /* 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 */ for(y = 0; y < height; y++) { Source = (const WORD *)(src + y * pitch); Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { short color = (*Source++); unsigned char l = ((color >> 10) & 0xfc); char v = ((color >> 5) & 0x3e); char u = ((color ) & 0x1f); /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign * and doubles the positive range. Thus shift left only once, gl does the 2nd * shift. GL reads a signed value and converts it into an unsigned value. */ /* M */ Dest[2] = l << 1; /* Those are read as signed, but kept signed. Just left-shift 3 times to scale * from 5 bit values to 8 bit values. */ /* V */ Dest[1] = v << 3; /* U */ Dest[0] = u << 3; Dest += 3; } } } static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height) { unsigned int x, y; const short *Source; unsigned char *Dest; UINT outpitch = (pitch * 3)/2; for(y = 0; y < height; y++) { Source = (const short *)(src + y * pitch); Dest = dst + y * outpitch; 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 pitch, UINT width, UINT height) { unsigned int x, y; 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(y = 0; y < height; y++) { Source = (const DWORD *)(src + y * pitch); Dest = dst + y * 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 pitch, UINT width, UINT height) { unsigned int x, y; const DWORD *Source; unsigned char *Dest; /* This implementation works with the fixed function pipeline and shaders * without further modification after converting the surface. */ for(y = 0; y < height; y++) { Source = (const DWORD *)(src + y * pitch); Dest = dst + y * 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 pitch, UINT width, UINT height) { unsigned int x, y; const DWORD *Source; unsigned char *Dest; for(y = 0; y < height; y++) { Source = (const DWORD *)(src + y * pitch); Dest = dst + y * 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 pitch, UINT width, UINT height) { unsigned int x, y; const DWORD *Source; unsigned short *Dest; UINT outpitch = (pitch * 3)/2; for(y = 0; y < height; y++) { Source = (const DWORD *)(src + y * pitch); Dest = (unsigned short *) (dst + y * outpitch); 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 pitch, UINT width, UINT height) { unsigned int x, y; const WORD *Source; WORD *Dest; UINT outpitch = (pitch * 3)/2; for(y = 0; y < height; y++) { Source = (const WORD *)(src + y * pitch); Dest = (WORD *) (dst + y * outpitch); 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 pitch, UINT width, UINT height) { unsigned int x, y; const float *Source; float *Dest; UINT outpitch = (pitch * 3)/2; for(y = 0; y < height; y++) { Source = (const float *)(src + y * pitch); Dest = (float *) (dst + y * outpitch); 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 pitch, UINT width, UINT height) { unsigned int x, y; UINT outpitch = pitch * 2; for (y = 0; y < height; ++y) { const WORD *source = (const WORD *)(src + y * pitch); DWORD *dest = (DWORD *)(dst + y * outpitch); 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 pitch, UINT width, UINT height) { unsigned int x, y; for (y = 0; y < height; ++y) { const DWORD *source = (const DWORD *)(src + y * pitch); DWORD *dest = (DWORD *)(dst + y * 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 pitch, UINT width, UINT height) { unsigned int x, y; UINT outpitch = pitch * 2; for (y = 0; y < height; ++y) { const DWORD *source = (const DWORD *)(src + y * pitch); float *dest_f = (float *)(dst + y * outpitch); DWORD *dest_s = (DWORD *)(dst + y * outpitch); for (x = 0; x < width; ++x) { dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8); dest_s[x * 2 + 1] = source[x] & 0xff; } } } static const struct wined3d_format_texture_info format_texture_info[] = { /* format id internal srgbInternal rtInternal format type flags extension */ /* 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 endianess 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, UNSIGNED_SHORT_8_8_APPLE, 0, 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, UNSIGNED_SHORT_8_8_REV_APPLE, 0, 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_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ, EXT_TEXTURE_COMPRESSION_S3TC, NULL}, /* IEEE formats */ {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0, GL_RED, GL_FLOAT, 0, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT, NULL}, {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0, GL_RED, GL_FLOAT, 0, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0, GL_RGB, GL_FLOAT, 12, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT, &convert_r32g32_float}, {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0, GL_RG, GL_FLOAT, 0, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0, GL_RGBA, GL_FLOAT, 0, 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_RENDERTARGET, ARB_TEXTURE_FLOAT, NULL}, {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0, GL_RED, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, GL_RGB, GL_HALF_FLOAT_ARB, 6, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT, &convert_r16g16}, {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0, GL_RG, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG, NULL}, {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0, GL_RGBA, GL_HALF_FLOAT_ARB, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT, NULL}, /* Palettized formats */ {WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0, 0, ARB_FRAGMENT_PROGRAM, NULL}, {WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, 0, 0, EXT_PALETTED_TEXTURE, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE, 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_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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0, 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_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_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_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0, 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_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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, &convert_r16g16}, {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0, GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE, NULL}, {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0, GL_RGBA, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE, NULL}, /* Luminance */ {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0, 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_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_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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, NV_TEXTURE_SHADER, NULL}, {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, NV_TEXTURE_SHADER, &convert_r5g5_snorm_l6_unorm_nv}, {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4, 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_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_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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, NV_TEXTURE_SHADER, NULL}, {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0, GL_BGR, GL_UNSIGNED_SHORT, 6, 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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP, NV_TEXTURE_SHADER, NULL}, /* Depth stencil formats */ {WINED3DFMT_D16_LOCKABLE, 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_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, 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_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_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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_FRAMEBUFFER_OBJECT, NULL}, {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, 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_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, 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_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_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_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_BUFFER_FLOAT, &convert_s8_uint_d24_float}, /* Vendor-specific formats */ {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, ATI_TEXTURE_COMPRESSION_3DC, NULL}, {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2, GL_COMPRESSED_RED_GREEN_RGTC2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, 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_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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, ARB_FRAMEBUFFER_OBJECT, NULL}, {WINED3DFMT_NULL, GL_RGBA8, GL_RGBA8, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, WINED3DFMT_FLAG_RENDERTARGET, 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 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_mask = formats[i].redMask; format->green_mask = formats[i].greenMask; format->blue_mask = formats[i].blueMask; format->alpha_mask = formats[i].alphaMask; format->byte_count = formats[i].bpp; format->depth_size = formats[i].depthSize; format->stencil_size = formats[i].stencilSize; 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; } gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags; } return TRUE; } static BOOL init_format_compression_info(struct wined3d_gl_info *gl_info) { unsigned int i; for (i = 0; i < (sizeof(format_compression_info) / sizeof(*format_compression_info)); ++i) { struct wined3d_format *format; int fmt_idx = getFmtIdx(format_compression_info[i].id); if (fmt_idx == -1) { ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_compression_info[i].id), format_compression_info[i].id); return FALSE; } format = &gl_info->formats[fmt_idx]; format->block_width = format_compression_info[i].block_width; format->block_height = format_compression_info[i].block_height; format->block_byte_count = format_compression_info[i].block_byte_count; format->flags |= WINED3DFMT_FLAG_COMPRESSED; } return TRUE; } /* Context activation is done by the caller. */ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format) { /* Check if the default internal format is supported as a frame buffer * target, otherwise fall back to the render target internal. * * Try to stick to the standard format if possible, this limits precision differences. */ GLenum status; GLuint tex; ENTER_GL(); while(glGetError()); glDisable(GL_BLEND); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); checkGLcall("Framebuffer format check"); if (status == GL_FRAMEBUFFER_COMPLETE) { TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id)); format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE; format->rtInternal = format->glInternal; } else { if (!format->rtInternal) { if (format->flags & WINED3DFMT_FLAG_RENDERTARGET) { FIXME("Format %s with rendertarget flag is not supported as FBO color attachment," " and no fallback specified.\n", debug_d3dformat(format->id)); format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET; } else { TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id)); } format->rtInternal = format->glInternal; } else { TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n", debug_d3dformat(format->id)); while(glGetError()); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); checkGLcall("Framebuffer format check"); if (status == GL_FRAMEBUFFER_COMPLETE) { TRACE("Format %s rtInternal format is supported as FBO color attachment.\n", debug_d3dformat(format->id)); } else { FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n", debug_d3dformat(format->id)); format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET; } } } if (status == GL_FRAMEBUFFER_COMPLETE && format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) { 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); 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"); } glEnable(GL_BLEND); glClear(GL_COLOR_BUFFER_BIT); if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION) { while(glGetError()); TRACE("Format doesn't support post-pixelshader blending.\n"); format->flags &= ~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) { glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); checkGLcall("Framebuffer format check"); if (status == GL_FRAMEBUFFER_COMPLETE) { TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id)); format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB; } else { WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id)); } } glDeleteTextures(1, &tex); LEAVE_GL(); } /* Context activation is done by the caller. */ static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info) { unsigned int i; GLuint fbo; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { ENTER_GL(); gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); LEAVE_GL(); } for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { struct wined3d_format *format = &gl_info->formats[i]; if (!format->glInternal) continue; if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { TRACE("Skipping format %s because it's a depth/stencil format.\n", debug_d3dformat(format->id)); continue; } if (format->flags & WINED3DFMT_FLAG_COMPRESSED) { 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(gl_info, format); } else { format->rtInternal = format->glInternal; } } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { ENTER_GL(); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); LEAVE_GL(); } } static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info) { unsigned int i; 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 & 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->flags |= format_texture_info[i].flags; format->heightscale = 1.0f; 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->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE); } else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { format->glInternal = format->glGammaInternal; } } /* 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 */ ENTER_GL(); while(glGetError()); glGenTextures(1, &buffer); glBindTexture(GL_TEXTURE_2D, buffer); memset(readback, 0x7e, sizeof(readback)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 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); glDrawBuffer(GL_COLOR_ATTACHMENT0); glViewport(0, 0, 16, 1); glDisable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glClearColor(0, 1, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0, 0.0); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0, 0.0); glVertex2f(1.0f, -1.0f); glTexCoord2f(0.0, 1.0); glVertex2f(-1.0f, 1.0f); glTexCoord2f(1.0, 1.0); glVertex2f(1.0f, 1.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, buffer); memset(readback, 0x7f, sizeof(readback)); 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, asuming 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); glDeleteTextures(1, &tex); glDeleteTextures(1, &buffer); if(glGetError()) { FIXME("Error during filtering test for format %x, returning no filtering\n", internal); ret = FALSE; } LEAVE_GL(); 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(wined3d_settings.offscreen_rendering_mode != ORM_FBO) { 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]); gl_info->formats[fmt_idx].flags |= 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->flags |= WINED3DFMT_FLAG_FILTERING; } else { TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i])); } } } static void apply_format_fixups(struct wined3d_gl_info *gl_info) { 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); /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader. * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if * their extensions are not available. GL_ATI_envmap_bumpmap is not used because * the only driver that implements it(fglrx) has a buggy implementation. * * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader * conversion for this format. */ if (!gl_info->supported[NV_TEXTURE_SHADER]) { 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); } else { 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); } if (!gl_info->supported[NV_TEXTURE_SHADER]) { /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly * with each other */ idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM); gl_info->formats[idx].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE); idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM); gl_info->formats[idx].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W); idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM); gl_info->formats[idx].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W); } else { /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8 * are converted at surface loading time, but they do not need any modification in * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats. * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion */ } if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]) { 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); gl_info->formats[idx].heightscale = 1.5f; gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12); if (gl_info->supported[EXT_PALETTED_TEXTURE] || 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; } } 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_compression_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 initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) { if (!init_format_base_info(gl_info)) return FALSE; if (!init_format_compression_info(gl_info)) goto fail; if (!init_format_texture_info(gl_info)) goto fail; if (!init_format_vertex_info(gl_info)) goto fail; apply_format_fixups(gl_info); init_format_fbo_compat_info(gl_info); init_format_filter_info(gl_info, vendor); return TRUE; fail: HeapFree(GetProcessHeap(), 0, gl_info->formats); gl_info->formats = NULL; return FALSE; } 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_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height) { UINT size; if (format->id == WINED3DFMT_UNKNOWN) { size = 0; } else if (format->flags & WINED3DFMT_FLAG_COMPRESSED) { UINT row_block_count = (width + format->block_width - 1) / format->block_width; UINT row_count = (height + format->block_height - 1) / format->block_height; size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1)); } else { size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1)); } if (format->heightscale != 0.0f) { /* The D3D format requirements make sure that the resulting format is an integer again */ size = (UINT) (size * format->heightscale); } return size; } /***************************************************************************** * Trace formatting of useful values */ 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_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_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_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(WINED3DDEVTYPE devtype) { switch (devtype) { #define DEVTYPE_TO_STR(dev) case dev: return #dev DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL); DEVTYPE_TO_STR(WINED3DDEVTYPE_REF); DEVTYPE_TO_STR(WINED3DDEVTYPE_SW); #undef DEVTYPE_TO_STR default: FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype); 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(WINED3DDECLMETHOD method) { switch (method) { #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT); WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU); WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV); WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV); WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV); WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP); WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED); #undef WINED3DDECLMETHOD_TO_STR default: FIXME("Unrecognized %u declaration method!\n", method); return "unrecognized"; } } const char* debug_d3ddeclusage(BYTE usage) { switch (usage) { #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH); WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE); #undef WINED3DDECLUSAGE_TO_STR default: FIXME("Unrecognized %u declaration usage!\n", usage); return "unrecognized"; } } const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) { switch (res) { #define RES_TO_STR(res) case res: return #res RES_TO_STR(WINED3DRTYPE_SURFACE); RES_TO_STR(WINED3DRTYPE_VOLUME); RES_TO_STR(WINED3DRTYPE_TEXTURE); RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE); RES_TO_STR(WINED3DRTYPE_CUBETEXTURE); RES_TO_STR(WINED3DRTYPE_BUFFER); #undef RES_TO_STR default: FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res); return "unrecognized"; } } const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) { switch (PrimitiveType) { #define PRIM_TO_STR(prim) case prim: return #prim PRIM_TO_STR(WINED3DPT_UNDEFINED); PRIM_TO_STR(WINED3DPT_POINTLIST); PRIM_TO_STR(WINED3DPT_LINELIST); PRIM_TO_STR(WINED3DPT_LINESTRIP); PRIM_TO_STR(WINED3DPT_TRIANGLELIST); PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP); PRIM_TO_STR(WINED3DPT_TRIANGLEFAN); PRIM_TO_STR(WINED3DPT_LINELIST_ADJ); PRIM_TO_STR(WINED3DPT_LINESTRIP_ADJ); PRIM_TO_STR(WINED3DPT_TRIANGLELIST_ADJ); PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP_ADJ); #undef PRIM_TO_STR default: FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType); return "unrecognized"; } } const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS); D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE); D3DSTATE_TO_STR(WINED3DRS_WRAPU); D3DSTATE_TO_STR(WINED3DRS_WRAPV); D3DSTATE_TO_STR(WINED3DRS_ZENABLE); D3DSTATE_TO_STR(WINED3DRS_FILLMODE); D3DSTATE_TO_STR(WINED3DRS_SHADEMODE); D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN); D3DSTATE_TO_STR(WINED3DRS_MONOENABLE); D3DSTATE_TO_STR(WINED3DRS_ROP2); D3DSTATE_TO_STR(WINED3DRS_PLANEMASK); D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE); D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE); D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL); D3DSTATE_TO_STR(WINED3DRS_SRCBLEND); D3DSTATE_TO_STR(WINED3DRS_DESTBLEND); D3DSTATE_TO_STR(WINED3DRS_CULLMODE); D3DSTATE_TO_STR(WINED3DRS_ZFUNC); D3DSTATE_TO_STR(WINED3DRS_ALPHAREF); D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC); D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE); D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE); D3DSTATE_TO_STR(WINED3DRS_FOGENABLE); D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE); D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE); D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL); D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX); D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA); D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR); D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE); D3DSTATE_TO_STR(WINED3DRS_FOGSTART); D3DSTATE_TO_STR(WINED3DRS_FOGEND); D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY); D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE); D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS); D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE); D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS); D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE); D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY); D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH); D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT); D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE); D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL); D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL); D3DSTATE_TO_STR(WINED3DRS_STENCILPASS); D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC); D3DSTATE_TO_STR(WINED3DRS_STENCILREF); D3DSTATE_TO_STR(WINED3DRS_STENCILMASK); D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK); D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR); D3DSTATE_TO_STR(WINED3DRS_WRAP0); D3DSTATE_TO_STR(WINED3DRS_WRAP1); D3DSTATE_TO_STR(WINED3DRS_WRAP2); D3DSTATE_TO_STR(WINED3DRS_WRAP3); D3DSTATE_TO_STR(WINED3DRS_WRAP4); D3DSTATE_TO_STR(WINED3DRS_WRAP5); D3DSTATE_TO_STR(WINED3DRS_WRAP6); D3DSTATE_TO_STR(WINED3DRS_WRAP7); D3DSTATE_TO_STR(WINED3DRS_CLIPPING); D3DSTATE_TO_STR(WINED3DRS_LIGHTING); D3DSTATE_TO_STR(WINED3DRS_EXTENTS); D3DSTATE_TO_STR(WINED3DRS_AMBIENT); D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE); D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX); D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER); D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS); D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE); D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE); D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE); D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE); D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE); D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND); D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE); D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING); D3DSTATE_TO_STR(WINED3DRS_POINTSIZE); D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN); D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE); D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE); D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A); D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B); D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C); D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS); D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK); D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE); D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS); D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN); D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX); D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE); D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE); D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR); D3DSTATE_TO_STR(WINED3DRS_BLENDOP); D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE); D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE); D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE); D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS); D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE); D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL); D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL); D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X); D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y); D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z); D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W); D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION); D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE); D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL); D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL); D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS); D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC); D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1); D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2); D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3); D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR); D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE); D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS); D3DSTATE_TO_STR(WINED3DRS_WRAP8); D3DSTATE_TO_STR(WINED3DRS_WRAP9); D3DSTATE_TO_STR(WINED3DRS_WRAP10); D3DSTATE_TO_STR(WINED3DRS_WRAP11); D3DSTATE_TO_STR(WINED3DRS_WRAP12); D3DSTATE_TO_STR(WINED3DRS_WRAP13); D3DSTATE_TO_STR(WINED3DRS_WRAP14); D3DSTATE_TO_STR(WINED3DRS_WRAP15); D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE); D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA); D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA); D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA); #undef D3DSTATE_TO_STR default: FIXME("Unrecognized %u render state!\n", state); return "unrecognized"; } } const char *debug_d3dsamplerstate(DWORD state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR); D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU); D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV); D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW); D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER); D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER); D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER); D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS); D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL); D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY); D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE); D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX); D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET); #undef D3DSTATE_TO_STR default: FIXME("Unrecognized %u sampler state!\n", state); return "unrecognized"; } } const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) { switch (filter_type) { #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD); D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD); #undef D3DTEXTUREFILTERTYPE_TO_STR default: FIXME("Unrecognied texture filter type 0x%08x\n", filter_type); return "unrecognized"; } } const char *debug_d3dtexturestate(DWORD state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3DTSS_COLOROP); D3DSTATE_TO_STR(WINED3DTSS_COLORARG1); D3DSTATE_TO_STR(WINED3DTSS_COLORARG2); D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP); D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1); D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2); D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00); D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01); D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10); D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11); D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX); D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE); D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET); D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS); D3DSTATE_TO_STR(WINED3DTSS_COLORARG0); D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0); D3DSTATE_TO_STR(WINED3DTSS_RESULTARG); D3DSTATE_TO_STR(WINED3DTSS_CONSTANT); #undef D3DSTATE_TO_STR default: FIXME("Unrecognized %u texture state!\n", state); return "unrecognized"; } } const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) { switch (d3dtop) { #define D3DTOP_TO_STR(u) case u: return #u D3DTOP_TO_STR(WINED3DTOP_DISABLE); D3DTOP_TO_STR(WINED3DTOP_SELECTARG1); D3DTOP_TO_STR(WINED3DTOP_SELECTARG2); D3DTOP_TO_STR(WINED3DTOP_MODULATE); D3DTOP_TO_STR(WINED3DTOP_MODULATE2X); D3DTOP_TO_STR(WINED3DTOP_MODULATE4X); D3DTOP_TO_STR(WINED3DTOP_ADD); D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED); D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X); D3DTOP_TO_STR(WINED3DTOP_SUBTRACT); D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH); D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA); D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA); D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA); D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM); D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA); D3DTOP_TO_STR(WINED3DTOP_PREMODULATE); D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR); D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA); D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR); D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA); D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP); D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE); D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3); D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD); D3DTOP_TO_STR(WINED3DTOP_LERP); #undef D3DTOP_TO_STR default: FIXME("Unrecognized %u WINED3DTOP\n", d3dtop); return "unrecognized"; } } const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) { switch (tstype) { #define TSTYPE_TO_STR(tstype) case tstype: return #tstype TSTYPE_TO_STR(WINED3DTS_VIEW); TSTYPE_TO_STR(WINED3DTS_PROJECTION); TSTYPE_TO_STR(WINED3DTS_TEXTURE0); TSTYPE_TO_STR(WINED3DTS_TEXTURE1); TSTYPE_TO_STR(WINED3DTS_TEXTURE2); TSTYPE_TO_STR(WINED3DTS_TEXTURE3); TSTYPE_TO_STR(WINED3DTS_TEXTURE4); TSTYPE_TO_STR(WINED3DTS_TEXTURE5); TSTYPE_TO_STR(WINED3DTS_TEXTURE6); TSTYPE_TO_STR(WINED3DTS_TEXTURE7); TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0)); #undef TSTYPE_TO_STR default: if (tstype > 256 && tstype < 512) { FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype); return ("WINED3DTS_WORLDMATRIX > 0"); } FIXME("Unrecognized %u WINED3DTS\n", tstype); 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_PIXELSHADER(state)) return "STATE_PIXELSHADER"; 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_VSHADER(state)) return "STATE_VSHADER"; if (STATE_IS_VIEWPORT(state)) return "STATE_VIEWPORT"; if (STATE_IS_VERTEXSHADERCONSTANT(state)) return "STATE_VERTEXSHADERCONSTANT"; if (STATE_IS_PIXELSHADERCONSTANT(state)) return "STATE_PIXELSHADERCONSTANT"; 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"; return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state); } const char *debug_d3dpool(WINED3DPOOL pool) { switch (pool) { #define POOL_TO_STR(p) case p: return #p POOL_TO_STR(WINED3DPOOL_DEFAULT); POOL_TO_STR(WINED3DPOOL_MANAGED); POOL_TO_STR(WINED3DPOOL_SYSTEMMEM); POOL_TO_STR(WINED3DPOOL_SCRATCH); #undef POOL_TO_STR default: FIXME("Unrecognized %u WINED3DPOOL!\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"; } } const char *debug_d3dbasis(WINED3DBASISTYPE basis) { switch(basis) { case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER"; case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE"; case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE"; default: return "unrecognized"; } } const char *debug_d3ddegree(WINED3DDEGREETYPE degree) { switch(degree) { case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR"; case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC"; case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC"; case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC"; default: 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_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" : ""); } const char *debug_surflocation(DWORD flag) { char buf[128]; buf[0] = 0; if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM"); if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE"); if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE"); if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX"); return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0"); } /***************************************************************************** * Useful functions mapping GL <-> D3D values */ GLenum StencilOp(DWORD op) { switch(op) { case WINED3DSTENCILOP_KEEP : return GL_KEEP; case WINED3DSTENCILOP_ZERO : return GL_ZERO; case WINED3DSTENCILOP_REPLACE : return GL_REPLACE; case WINED3DSTENCILOP_INCRSAT : return GL_INCR; case WINED3DSTENCILOP_DECRSAT : return GL_DECR; case WINED3DSTENCILOP_INVERT : return GL_INVERT; case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT; case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT; default: FIXME("Unrecognized stencil op %d\n", op); return GL_KEEP; } } GLenum CompareFunc(DWORD func) { switch ((WINED3DCMPFUNC)func) { case WINED3DCMP_NEVER : return GL_NEVER; case WINED3DCMP_LESS : return GL_LESS; case WINED3DCMP_EQUAL : return GL_EQUAL; case WINED3DCMP_LESSEQUAL : return GL_LEQUAL; case WINED3DCMP_GREATER : return GL_GREATER; case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL; case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL; case WINED3DCMP_ALWAYS : return GL_ALWAYS; default: FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func); return 0; } } BOOL is_invalid_op(const struct wined3d_state *state, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) { if (op == WINED3DTOP_DISABLE) return FALSE; if (state->textures[stage]) return FALSE; if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && op != WINED3DTOP_SELECTARG2) return TRUE; if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && op != WINED3DTOP_SELECTARG1) return TRUE; if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE; return FALSE; } /* Setup this textures matrix according to the texture flags*/ /* GL locking is done by the caller (state handler) */ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control) { float mat[16]; glMatrixMode(GL_TEXTURE); checkGLcall("glMatrixMode(GL_TEXTURE)"); if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) { glLoadIdentity(); checkGLcall("glLoadIdentity()"); return; } if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) { ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n"); return; } memcpy(mat, smat, 16 * sizeof(float)); if (flags & WINED3DTTFF_PROJECTED) { if(!ffp_proj_control) { switch (flags & ~WINED3DTTFF_PROJECTED) { case WINED3DTTFF_COUNT2: mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13]; mat[1] = mat[5] = mat[9] = mat[13] = 0; break; case WINED3DTTFF_COUNT3: mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14]; mat[2] = mat[6] = mat[10] = mat[14] = 0; break; } } } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */ if(!calculatedCoords) { switch(vtx_fmt) { case WINED3DFMT_R32_FLOAT: /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th. * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because * the input value to the transformation will be 0, so the matrix value is irrelevant */ mat[12] = mat[4]; mat[13] = mat[5]; mat[14] = mat[6]; mat[15] = mat[7]; break; case WINED3DFMT_R32G32_FLOAT: /* See above, just 3rd and 4th coord */ mat[12] = mat[8]; mat[13] = mat[9]; mat[14] = mat[10]; mat[15] = mat[11]; 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 & ~WINED3DTTFF_PROJECTED) { /* case WINED3DTTFF_COUNT1: Won't ever get here */ case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0; /* 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[3] = mat[7] = mat[11] = 0; mat[15] = 1; } } } glLoadMatrixf(mat); checkGLcall("glLoadMatrixf(mat)"); } /* This small helper function is used to convert a bitmask into the number of masked bits */ unsigned int count_bits(unsigned int mask) { unsigned int count; for (count = 0; mask; ++count) { mask &= mask - 1; } return count; } /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB. * The later function requires individual color components. */ BOOL getColorBits(const struct wined3d_format *format, BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) { TRACE("format %s.\n", debug_d3dformat(format->id)); switch (format->id) { case WINED3DFMT_B10G10R10A2_UNORM: case WINED3DFMT_R10G10B10A2_UNORM: case WINED3DFMT_B8G8R8X8_UNORM: case WINED3DFMT_B8G8R8_UNORM: case WINED3DFMT_B8G8R8A8_UNORM: case WINED3DFMT_R8G8B8A8_UNORM: case WINED3DFMT_B5G5R5X1_UNORM: case WINED3DFMT_B5G5R5A1_UNORM: case WINED3DFMT_B5G6R5_UNORM: case WINED3DFMT_B4G4R4X4_UNORM: case WINED3DFMT_B4G4R4A4_UNORM: case WINED3DFMT_B2G3R3_UNORM: case WINED3DFMT_P8_UINT_A8_UNORM: case WINED3DFMT_P8_UINT: break; default: FIXME("Unsupported format %s.\n", debug_d3dformat(format->id)); return FALSE; } *redSize = count_bits(format->red_mask); *greenSize = count_bits(format->green_mask); *blueSize = count_bits(format->blue_mask); *alphaSize = count_bits(format->alpha_mask); *totalSize = *redSize + *greenSize + *blueSize + *alphaSize; TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id)); return TRUE; } /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */ BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize) { TRACE("format %s.\n", debug_d3dformat(format->id)); switch (format->id) { case WINED3DFMT_D16_LOCKABLE: case WINED3DFMT_D16_UNORM: case WINED3DFMT_S1_UINT_D15_UNORM: case WINED3DFMT_X8D24_UNORM: case WINED3DFMT_S4X4_UINT_D24_UNORM: case WINED3DFMT_D24_UNORM_S8_UINT: case WINED3DFMT_S8_UINT_D24_FLOAT: case WINED3DFMT_D32_UNORM: case WINED3DFMT_D32_FLOAT: case WINED3DFMT_INTZ: break; default: FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id)); return FALSE; } *depthSize = format->depth_size; *stencilSize = format->stencil_size; TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n", *depthSize, *stencilSize, debug_d3dformat(format->id)); return TRUE; } /* 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_format *format, const WINED3DCOLORVALUE *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_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}, }; 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; } /* 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(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) { WINED3DMATRIX temp; /* Now do the multiplication 'by hand'. I know that all this could be optimised, but this will be done later :-) */ temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14); temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24); temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34); temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44); temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14); temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24); temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34); temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44); temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14); temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24); temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34); temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44); temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14); temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24); temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34); temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44); /* And copy the new matrix in the good storage.. */ memcpy(dest, &temp, 16 * sizeof(float)); } 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; } void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) { #define ARG1 0x01 #define ARG2 0x02 #define ARG0 0x04 static const unsigned char args[WINED3DTOP_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; struct wined3d_device *device = stateblock->device; struct wined3d_surface *rt = device->fb.render_targets[0]; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; for (i = 0; i < gl_info->limits.texture_stages; ++i) { const struct wined3d_texture *texture; settings->op[i].padding = 0; if (stateblock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) { settings->op[i].cop = WINED3DTOP_DISABLE; settings->op[i].aop = WINED3DTOP_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 = tex_1d; settings->op[i].projected = proj_none; i++; break; } if ((texture = stateblock->state.textures[i])) { settings->op[i].color_fixup = texture->resource.format->color_fixup; if (ignore_textype) { settings->op[i].tex_type = tex_1d; } else { switch (texture->target) { case GL_TEXTURE_1D: settings->op[i].tex_type = tex_1d; break; case GL_TEXTURE_2D: settings->op[i].tex_type = tex_2d; break; case GL_TEXTURE_3D: settings->op[i].tex_type = tex_3d; break; case GL_TEXTURE_CUBE_MAP_ARB: settings->op[i].tex_type = tex_cube; break; case GL_TEXTURE_RECTANGLE_ARB: settings->op[i].tex_type = tex_rect; break; } } } else { settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY; settings->op[i].tex_type = tex_1d; } cop = stateblock->state.texture_states[i][WINED3DTSS_COLOROP]; aop = stateblock->state.texture_states[i][WINED3DTSS_ALPHAOP]; carg1 = (args[cop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED; carg2 = (args[cop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED; carg0 = (args[cop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED; if (is_invalid_op(&stateblock->state, i, cop, carg1, carg2, carg0)) { carg0 = ARG_UNUSED; carg2 = ARG_UNUSED; carg1 = WINED3DTA_CURRENT; cop = WINED3DTOP_SELECTARG1; } if(cop == WINED3DTOP_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) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED; aarg2 = (args[aop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED; aarg0 = (args[aop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED; } if (!i && stateblock->state.textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE]) { GLenum texture_dimensions; texture = stateblock->state.textures[0]; texture_dimensions = texture->target; if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) { struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]); if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask) { if (aop == WINED3DTOP_DISABLE) { aarg1 = WINED3DTA_TEXTURE; aop = WINED3DTOP_SELECTARG1; } else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) { if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]) { aarg2 = WINED3DTA_TEXTURE; aop = WINED3DTOP_MODULATE; } else aarg1 = WINED3DTA_TEXTURE; } else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) { if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]) { aarg1 = WINED3DTA_TEXTURE; aop = WINED3DTOP_MODULATE; } else aarg2 = WINED3DTA_TEXTURE; } } } } if (is_invalid_op(&stateblock->state, i, aop, aarg1, aarg2, aarg0)) { aarg0 = ARG_UNUSED; aarg2 = ARG_UNUSED; aarg1 = WINED3DTA_CURRENT; aop = WINED3DTOP_SELECTARG1; } if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) { ttff = stateblock->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS]; if (ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) { settings->op[i].projected = proj_count3; } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) { 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 (stateblock->state.texture_states[i][WINED3DTSS_RESULTARG] == 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 (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) { settings->fog = FOG_OFF; } else if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { if (use_vs(&stateblock->state) || stateblock->state.vertex_declaration->position_transformed) { settings->fog = FOG_LINEAR; } else { switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE]) { case WINED3DFOG_NONE: case WINED3DFOG_LINEAR: settings->fog = FOG_LINEAR; break; case WINED3DFOG_EXP: settings->fog = FOG_EXP; break; case WINED3DFOG_EXP2: settings->fog = FOG_EXP2; break; } } } else { switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE]) { case WINED3DFOG_LINEAR: settings->fog = FOG_LINEAR; break; case WINED3DFOG_EXP: settings->fog = FOG_EXP; break; case WINED3DFOG_EXP2: settings->fog = FOG_EXP2; break; } } if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE] && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) { settings->sRGB_write = 1; } else { settings->sRGB_write = 0; } if (device->vs_clipping || !use_vs(&stateblock->state) || !stateblock->state.render_states[WINED3DRS_CLIPPING] || !stateblock->state.render_states[WINED3DRS_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; } } 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 before */ /* GL locking 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: glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } glEnable(GL_TEXTURE_2D); checkGLcall("glEnable(GL_TEXTURE_2D)"); break; case GL_TEXTURE_RECTANGLE_ARB: glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } glEnable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)"); break; case GL_TEXTURE_3D: if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); glEnable(GL_TEXTURE_3D); checkGLcall("glEnable(GL_TEXTURE_3D)"); break; case GL_TEXTURE_CUBE_MAP_ARB: glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } glEnable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)"); break; } } else { glEnable(GL_TEXTURE_2D); checkGLcall("glEnable(GL_TEXTURE_2D)"); glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } /* Binding textures is done by samplers. A dummy texture will be bound */ } } /* GL locking is done by the caller (state handler) */ void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context) { DWORD sampler = state - STATE_SAMPLER(0); DWORD mapped_stage = stateblock->device->texUnitMap[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 >= stateblock->state.lowest_disabled_stage) return; if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return; texture_activate_dimensions(stateblock->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, }; UINT wined3d_log2i(UINT32 x) { static const UINT l[] = { ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, }; UINT32 i; return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x]; } /* Set the shader type for this device, depending on the given capabilities * and the user preferences in wined3d_settings. */ void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) { BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20); if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE; else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl) { /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB * shaders only on this card. */ if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB; else *vs_selected = SHADER_GLSL; } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB; else *vs_selected = SHADER_NONE; if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE; else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL; else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB; else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI; else *ps_selected = SHADER_NONE; } const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL 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, blit_op, src_rect, src_usage, src_pool, src_format, dst_rect, dst_usage, dst_pool, dst_format)) return blitters[i]; } return NULL; }