/* * 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 * * 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); /***************************************************************************** * 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 StaticPixelFormatDesc formats[] = { /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/ {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE }, /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */ {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE }, {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE }, {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE }, {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE }, {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE }, /* IEEE formats */ {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE }, {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE }, /* Hmm? */ {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, /* Float */ {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE }, /* Palettized formats */ {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE }, /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */ {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE }, {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE }, {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE }, {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE }, /* Luminance */ {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE }, {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE }, /* Bump mapping stuff */ {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, /* Depth stencil formats */ {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE }, {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE }, {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE }, {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE }, {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE }, {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE }, {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE }, {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE }, {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE }, {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE }, /* Is this a vertex buffer? */ {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE }, {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE }, {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE }, {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE }, /* Vendor-specific formats */ {WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE }, {WINED3DFMT_NVHU ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE }, {WINED3DFMT_NVHS ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE }, }; typedef struct { WINED3DFORMAT fmt; GLint glInternal, glGammaInternal, rtInternal, glFormat, glType; unsigned int Flags; } GlPixelFormatDescTemplate; /***************************************************************************** * OpenGL format template. Contains unexciting formats which do not need * extension checks. The order in this table is independent of the order in * the table StaticPixelFormatDesc above. Not all formats have to be in this * table. */ static const GlPixelFormatDescTemplate gl_formats_template[] = { /*{ internal ,srgbInternal , rtInternal, format ,type \ ,Flags }*/ {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0 ,0 }, /* 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_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_YV12 ,GL_ALPHA ,GL_ALPHA , 0, GL_ALPHA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0 ,0 }, /* IEEE formats */ {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT ,WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0 ,WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT ,WINED3DFMT_FLAG_RENDERTARGET }, /* Hmm? */ {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0 ,0 }, /* Float */ {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, /* Palettized formats */ {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE ,0 }, /* Standard ARGB formats */ {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING }, {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING }, {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_A2B10G10R10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_A2R10G10B10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET }, /* Luminance */ {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,0 }, /* Bump mapping stuff */ {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_X8L8V8U8 ,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 ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0 ,0 }, /* Depth stencil formats */ {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_DEPTH }, {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,WINED3DFMT_FLAG_DEPTH }, {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL }, {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL }, {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH }, {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL }, {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH }, {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_FILTERING }, {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT ,WINED3DFMT_FLAG_DEPTH }, {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, /* Is this a vertex buffer? */ {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0 ,0 }, {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT ,0 }, /* Vendor-specific formats */ {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,0 }, {WINED3DFMT_NVHU ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,0 }, {WINED3DFMT_NVHS ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,0 } }; static inline int getFmtIdx(WINED3DFORMAT fmt) { /* First check if the format is at the position of its value. * This will catch the argb formats before the loop is entered */ if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) { return fmt; } else { unsigned int i; for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) { if(formats[i].format == fmt) { return i; } } } return -1; } #define GLINFO_LOCATION (*gl_info) BOOL initPixelFormats(WineD3D_GL_Info *gl_info) { unsigned int src; int dst; gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0])); if(!gl_info->gl_formats) return FALSE; /* If a format depends on some extensions, remove them from the table above and initialize them * after this loop */ for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) { dst = getFmtIdx(gl_formats_template[src].fmt); gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal; gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal; gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat; gl_info->gl_formats[dst].glType = gl_formats_template[src].glType; gl_info->gl_formats[dst].color_fixup = COLOR_FIXUP_IDENTITY; gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags; gl_info->gl_formats[dst].heightscale = 1.0; if(wined3d_settings.offscreen_rendering_mode == ORM_FBO && gl_formats_template[src].rtInternal != 0) { GLuint tex, fb; GLenum status; /* 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 */ while(glGetError()); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); GL_EXTCALL(glGenFramebuffersEXT(1, &fb)); GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb)); GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0)); status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)); GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb)); glDeleteTextures(1, &tex); checkGLcall("Framebuffer format check"); if(status != GL_FRAMEBUFFER_COMPLETE_EXT) { TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n", debug_d3dformat(gl_formats_template[src].fmt)); gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal; } else { TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt)); gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal; } } else { gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal; } } dst = getFmtIdx(WINED3DFMT_R16F); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); dst = getFmtIdx(WINED3DFMT_R32F); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); dst = getFmtIdx(WINED3DFMT_G16R16); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); dst = getFmtIdx(WINED3DFMT_G16R16F); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); dst = getFmtIdx(WINED3DFMT_G32R32F); gl_info->gl_formats[dst].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_SUPPORT(NV_TEXTURE_SHADER)) { dst = getFmtIdx(WINED3DFMT_V8U8); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); dst = getFmtIdx(WINED3DFMT_V16U16); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); } else { dst = getFmtIdx(WINED3DFMT_V8U8); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); dst = getFmtIdx(WINED3DFMT_V16U16); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); } if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly * with each other */ dst = getFmtIdx(WINED3DFMT_L6V5U5); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE); dst = getFmtIdx(WINED3DFMT_X8L8V8U8); gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W); dst = getFmtIdx(WINED3DFMT_Q8W8V8U8); gl_info->gl_formats[dst].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_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { dst = getFmtIdx(WINED3DFMT_ATI2N); gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT; gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT; gl_info->gl_formats[dst].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_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) { dst = getFmtIdx(WINED3DFMT_ATI2N); gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI; gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI; gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc( 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); } if(!GL_SUPPORT(APPLE_YCBCR_422)) { dst = getFmtIdx(WINED3DFMT_YUY2); gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */ gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE; gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2); dst = getFmtIdx(WINED3DFMT_UYVY); gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */ gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE; gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY); } dst = getFmtIdx(WINED3DFMT_YV12); gl_info->gl_formats[dst].heightscale = 1.5; gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12); return TRUE; } /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */ static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = { {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)}, {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)}, {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)}, {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)}, {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)}, {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)}, {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)}, {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)}, {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)}, {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)}, {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}, {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}}; void init_type_lookup(WineD3D_GL_Info *gl_info) { memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate)); if(!GL_SUPPORT(NV_HALF_FLOAT)) { /* 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 */ gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT; gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT; } } #undef GLINFO_LOCATION #define GLINFO_LOCATION This->adapter->gl_info const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc) { int idx = getFmtIdx(fmt); if(idx == -1) { FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt); /* Get the caller a valid pointer */ idx = getFmtIdx(WINED3DFMT_UNKNOWN); } if(glDesc) { if(!gl_info->gl_formats) { /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires * static variables to be initialized to 0. */ static const struct GlPixelFormatDesc dummyFmt; *glDesc = &dummyFmt; } else { *glDesc = &gl_info->gl_formats[idx]; } } return &formats[idx]; } /***************************************************************************** * Trace formatting of useful values */ const char* debug_d3dformat(WINED3DFORMAT fmt) { switch (fmt) { #define FMT_TO_STR(fmt) case fmt: return #fmt FMT_TO_STR(WINED3DFMT_UNKNOWN); FMT_TO_STR(WINED3DFMT_R8G8B8); FMT_TO_STR(WINED3DFMT_A8R8G8B8); FMT_TO_STR(WINED3DFMT_X8R8G8B8); FMT_TO_STR(WINED3DFMT_R5G6B5); FMT_TO_STR(WINED3DFMT_X1R5G5B5); FMT_TO_STR(WINED3DFMT_A1R5G5B5); FMT_TO_STR(WINED3DFMT_A4R4G4B4); FMT_TO_STR(WINED3DFMT_R3G3B2); FMT_TO_STR(WINED3DFMT_A8); FMT_TO_STR(WINED3DFMT_A8R3G3B2); FMT_TO_STR(WINED3DFMT_X4R4G4B4); FMT_TO_STR(WINED3DFMT_A2B10G10R10); FMT_TO_STR(WINED3DFMT_A8B8G8R8); FMT_TO_STR(WINED3DFMT_X8B8G8R8); FMT_TO_STR(WINED3DFMT_G16R16); FMT_TO_STR(WINED3DFMT_A2R10G10B10); FMT_TO_STR(WINED3DFMT_A16B16G16R16); FMT_TO_STR(WINED3DFMT_A8P8); FMT_TO_STR(WINED3DFMT_P8); FMT_TO_STR(WINED3DFMT_L8); FMT_TO_STR(WINED3DFMT_A8L8); FMT_TO_STR(WINED3DFMT_A4L4); FMT_TO_STR(WINED3DFMT_V8U8); FMT_TO_STR(WINED3DFMT_L6V5U5); FMT_TO_STR(WINED3DFMT_X8L8V8U8); FMT_TO_STR(WINED3DFMT_Q8W8V8U8); FMT_TO_STR(WINED3DFMT_V16U16); FMT_TO_STR(WINED3DFMT_W11V11U10); FMT_TO_STR(WINED3DFMT_A2W10V10U10); 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); FMT_TO_STR(WINED3DFMT_D15S1); FMT_TO_STR(WINED3DFMT_D24S8); FMT_TO_STR(WINED3DFMT_D24X8); FMT_TO_STR(WINED3DFMT_D24X4S4); FMT_TO_STR(WINED3DFMT_D16); FMT_TO_STR(WINED3DFMT_L16); FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE); FMT_TO_STR(WINED3DFMT_D24FS8); FMT_TO_STR(WINED3DFMT_VERTEXDATA); FMT_TO_STR(WINED3DFMT_INDEX16); FMT_TO_STR(WINED3DFMT_INDEX32); FMT_TO_STR(WINED3DFMT_Q16W16V16U16); FMT_TO_STR(WINED3DFMT_R16F); FMT_TO_STR(WINED3DFMT_G16R16F); FMT_TO_STR(WINED3DFMT_A16B16G16R16F); FMT_TO_STR(WINED3DFMT_R32F); FMT_TO_STR(WINED3DFMT_G32R32F); FMT_TO_STR(WINED3DFMT_A32B32G32R32F); FMT_TO_STR(WINED3DFMT_CxV8U8); FMT_TO_STR(WINED3DFMT_ATI2N); FMT_TO_STR(WINED3DFMT_NVHU); FMT_TO_STR(WINED3DFMT_NVHS); #undef FMT_TO_STR default: { char fourcc[5]; fourcc[0] = (char)(fmt); fourcc[1] = (char)(fmt >> 8); fourcc[2] = (char)(fmt >> 16); fourcc[3] = (char)(fmt >> 24); fourcc[4] = 0; if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) ) FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc); else FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt); } 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) { switch (usage & WINED3DUSAGE_MASK) { #define WINED3DUSAGE_TO_STR(u) case u: return #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); #undef WINED3DUSAGE_TO_STR case 0: return "none"; default: FIXME("Unrecognized %u Usage!\n", usage); return "unrecognized"; } } const char* debug_d3dusagequery(DWORD usagequery) { switch (usagequery & WINED3DUSAGE_QUERY_MASK) { #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #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 case 0: return "none"; default: FIXME("Unrecognized %u Usage Query!\n", usagequery); return "unrecognized"; } } 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_d3ddecltype(WINED3DDECLTYPE type) { switch (type) { #define WINED3DDECLTYPE_TO_STR(u) case u: return #u WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4); WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED); #undef WINED3DDECLTYPE_TO_STR default: FIXME("Unrecognized %u declaration type!\n", type); 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_VERTEXBUFFER); RES_TO_STR(WINED3DRTYPE_INDEXBUFFER); #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_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); #undef PRIM_TO_STR default: FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType); return "unrecognized"; } } const char* debug_d3drenderstate(DWORD state) { switch (state) { #define D3DSTATE_TO_STR(u) case u: return #u D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE ); D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS ); D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS ); 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_TEXTUREMAG ); D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN ); D3DSTATE_TO_STR(WINED3DRS_SRCBLEND ); D3DSTATE_TO_STR(WINED3DRS_DESTBLEND ); D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND ); 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_BORDERCOLOR ); D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU ); D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV ); D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS ); D3DSTATE_TO_STR(WINED3DRS_ZBIAS ); 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_STIPPLEPATTERN00 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 ); D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 ); 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_ADDRESSW ); D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 ); D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 ); D3DSTATE_TO_STR(WINED3DTSS_RESULTARG ); D3DSTATE_TO_STR(WINED3DTSS_CONSTANT ); #undef D3DSTATE_TO_STR case 12: /* Note WINED3DTSS are not consecutive, so skip these */ return "unused"; 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_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_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT); FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT); #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_EXT); #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"; } } 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_YUV0); WINED3D_TO_STR(CHANNEL_SOURCE_YUV1); #undef WINED3D_TO_STR default: FIXME("Unrecognized fixup_channel_source %#x\n", source); return "unrecognized"; } } const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup) { switch(yuv_fixup) { #define WINED3D_TO_STR(x) case x: return #x WINED3D_TO_STR(YUV_FIXUP_YUY2); WINED3D_TO_STR(YUV_FIXUP_UYVY); WINED3D_TO_STR(YUV_FIXUP_YV12); #undef WINED3D_TO_STR default: FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup); return "unrecognized"; } } void dump_color_fixup_desc(struct color_fixup_desc fixup) { if (is_yuv_fixup(fixup)) { TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_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" : ""); } /***************************************************************************** * 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(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) { if (op == WINED3DTOP_DISABLE) return FALSE; if (This->stateBlock->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*/ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, 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(coordtype) { case WINED3DDECLTYPE_FLOAT1: /* 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 WINED3DDECLTYPE_FLOAT2: /* 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 WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */ case WINED3DDECLTYPE_FLOAT4: /* 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 WINED3DDECLTYPE_UNUSED: /* 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)"); } #undef GLINFO_LOCATION #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info /* 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(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) { const StaticPixelFormatDesc *desc; TRACE("fmt: %s\n", debug_d3dformat(fmt)); switch(fmt) { case WINED3DFMT_X8R8G8B8: case WINED3DFMT_R8G8B8: case WINED3DFMT_A8R8G8B8: case WINED3DFMT_A2R10G10B10: case WINED3DFMT_X1R5G5B5: case WINED3DFMT_A1R5G5B5: case WINED3DFMT_R5G6B5: case WINED3DFMT_X4R4G4B4: case WINED3DFMT_A4R4G4B4: case WINED3DFMT_R3G3B2: case WINED3DFMT_A8P8: case WINED3DFMT_P8: break; default: ERR("Unsupported format: %s\n", debug_d3dformat(fmt)); return FALSE; } desc = getFormatDescEntry(fmt, NULL, NULL); if(!desc) { ERR("Unable to look up format: 0x%x\n", fmt); return FALSE; } *redSize = count_bits(desc->redMask); *greenSize = count_bits(desc->greenMask); *blueSize = count_bits(desc->blueMask); *alphaSize = count_bits(desc->alphaMask); *totalSize = *redSize + *greenSize + *blueSize + *alphaSize; TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt)); return TRUE; } /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize) { const StaticPixelFormatDesc *desc; TRACE("fmt: %s\n", debug_d3dformat(fmt)); switch(fmt) { case WINED3DFMT_D16_LOCKABLE: case WINED3DFMT_D16: case WINED3DFMT_D15S1: case WINED3DFMT_D24X8: case WINED3DFMT_D24X4S4: case WINED3DFMT_D24S8: case WINED3DFMT_D24FS8: case WINED3DFMT_D32: case WINED3DFMT_D32F_LOCKABLE: break; default: FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt)); return FALSE; } desc = getFormatDescEntry(fmt, NULL, NULL); if(!desc) { ERR("Unable to look up format: 0x%x\n", fmt); return FALSE; } *depthSize = desc->depthSize; *stencilSize = desc->stencilSize; TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt)); return TRUE; } #undef GLINFO_LOCATION /* DirectDraw stuff */ WINED3DFORMAT pixelformat_for_depth(DWORD depth) { switch(depth) { case 8: return WINED3DFMT_P8; case 15: return WINED3DFMT_X1R5G5B5; case 16: return WINED3DFMT_R5G6B5; case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */ case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */ 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; default: ERR("Unexpected position mask\n"); } for (i = 0; i < numTextures; i++) { size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float); } return size; } /*********************************************************************** * CalculateTexRect * * Calculates the dimensions of the opengl texture used for blits. * Handled oversized opengl textures and updates the source rectangle * accordingly * * Params: * This: Surface to operate on * Rect: Requested rectangle * * Returns: * TRUE if the texture part can be loaded, * FALSE otherwise * *********************************************************************/ #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) { int x1 = Rect->left, x2 = Rect->right; int y1 = Rect->top, y2 = Rect->bottom; GLint maxSize = GL_LIMITS(texture_size); TRACE("(%p)->(%d,%d)-(%d,%d)\n", This, Rect->left, Rect->top, Rect->right, Rect->bottom); /* The sizes might be reversed */ if(Rect->left > Rect->right) { x1 = Rect->right; x2 = Rect->left; } if(Rect->top > Rect->bottom) { y1 = Rect->bottom; y2 = Rect->top; } /* No oversized texture? This is easy */ if(!(This->Flags & SFLAG_OVERSIZE)) { /* Which rect from the texture do I need? */ if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) { glTexCoord[0] = (float) Rect->left; glTexCoord[2] = (float) Rect->top; glTexCoord[1] = (float) Rect->right; glTexCoord[3] = (float) Rect->bottom; } else { glTexCoord[0] = (float) Rect->left / (float) This->pow2Width; glTexCoord[2] = (float) Rect->top / (float) This->pow2Height; glTexCoord[1] = (float) Rect->right / (float) This->pow2Width; glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height; } return TRUE; } else { /* Check if we can succeed at all */ if( (x2 - x1) > maxSize || (y2 - y1) > maxSize ) { TRACE("Requested rectangle is too large for gl\n"); return FALSE; } /* A part of the texture has to be picked. First, check if * some texture part is loaded already, if yes try to re-use it. * If the texture is dirty, or the part can't be used, * re-position the part to load */ if(This->Flags & SFLAG_INTEXTURE) { if(This->glRect.left <= x1 && This->glRect.right >= x2 && This->glRect.top <= y1 && This->glRect.bottom >= x2 ) { /* Ok, the rectangle is ok, re-use it */ TRACE("Using existing gl Texture\n"); } else { /* Rectangle is not ok, dirtify the texture to reload it */ TRACE("Dirtifying texture to force reload\n"); This->Flags &= ~SFLAG_INTEXTURE; } } /* Now if we are dirty(no else if!) */ if(!(This->Flags & SFLAG_INTEXTURE)) { /* Set the new rectangle. Use the following strategy: * 1) Use as big textures as possible. * 2) Place the texture part in the way that the requested * part is in the middle of the texture(well, almost) * 3) If the texture is moved over the edges of the * surface, replace it nicely * 4) If the coord is not limiting the texture size, * use the whole size */ if((This->pow2Width) > maxSize) { This->glRect.left = x1 - maxSize / 2; if(This->glRect.left < 0) { This->glRect.left = 0; } This->glRect.right = This->glRect.left + maxSize; if(This->glRect.right > This->currentDesc.Width) { This->glRect.right = This->currentDesc.Width; This->glRect.left = This->glRect.right - maxSize; } } else { This->glRect.left = 0; This->glRect.right = This->pow2Width; } if(This->pow2Height > maxSize) { This->glRect.top = x1 - GL_LIMITS(texture_size) / 2; if(This->glRect.top < 0) This->glRect.top = 0; This->glRect.bottom = This->glRect.left + maxSize; if(This->glRect.bottom > This->currentDesc.Height) { This->glRect.bottom = This->currentDesc.Height; This->glRect.top = This->glRect.bottom - maxSize; } } else { This->glRect.top = 0; This->glRect.bottom = This->pow2Height; } TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This, This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom); } /* Re-calculate the rect to draw */ Rect->left -= This->glRect.left; Rect->right -= This->glRect.left; Rect->top -= This->glRect.top; Rect->bottom -= This->glRect.top; /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size, * or the pow2Width / pow2Height of the surface. * * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up * as regular GL_TEXTURE_2D. */ glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left); glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top); glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left); glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top); } return TRUE; } #undef GLINFO_LOCATION /* Hash table functions */ struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function) { struct hash_table_t *table; unsigned int initial_size = 8; table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list))); if (!table) { ERR("Failed to allocate table, returning NULL.\n"); return NULL; } table->hash_function = hash_function; table->compare_function = compare_function; table->grow_size = initial_size - (initial_size >> 2); table->shrink_size = 0; table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list)); if (!table->buckets) { ERR("Failed to allocate table buckets, returning NULL.\n"); HeapFree(GetProcessHeap(), 0, table); return NULL; } table->bucket_count = initial_size; table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t)); if (!table->entries) { ERR("Failed to allocate table entries, returning NULL.\n"); HeapFree(GetProcessHeap(), 0, table->buckets); HeapFree(GetProcessHeap(), 0, table); return NULL; } table->entry_count = 0; list_init(&table->free_entries); table->count = 0; return table; } void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb) { unsigned int i = 0; for (i = 0; i < table->entry_count; ++i) { if(free_value) { free_value(table->entries[i].value, cb); } HeapFree(GetProcessHeap(), 0, table->entries[i].key); } HeapFree(GetProcessHeap(), 0, table->entries); HeapFree(GetProcessHeap(), 0, table->buckets); HeapFree(GetProcessHeap(), 0, table); } static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key, unsigned int idx) { struct hash_table_entry_t *entry; if (table->buckets[idx].next) LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry) if (table->compare_function(entry->key, key)) return entry; return NULL; } static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count) { unsigned int new_entry_count = 0; struct hash_table_entry_t *new_entries; struct list *new_buckets; unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2); unsigned int i; new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list)); if (!new_buckets) { ERR("Failed to allocate new buckets, returning FALSE.\n"); return FALSE; } new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t)); if (!new_entries) { ERR("Failed to allocate new entries, returning FALSE.\n"); HeapFree(GetProcessHeap(), 0, new_buckets); return FALSE; } for (i = 0; i < table->bucket_count; ++i) { if (table->buckets[i].next) { struct hash_table_entry_t *entry, *entry2; LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry) { int j; struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++); *new_entry = *entry; j = new_entry->hash & (new_bucket_count - 1); if (!new_buckets[j].next) list_init(&new_buckets[j]); list_add_head(&new_buckets[j], &new_entry->entry); } } } HeapFree(GetProcessHeap(), 0, table->buckets); table->buckets = new_buckets; HeapFree(GetProcessHeap(), 0, table->entries); table->entries = new_entries; table->entry_count = new_entry_count; list_init(&table->free_entries); table->bucket_count = new_bucket_count; table->grow_size = grow_size; table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0; return TRUE; } void hash_table_put(struct hash_table_t *table, void *key, void *value) { unsigned int idx; unsigned int hash; struct hash_table_entry_t *entry; hash = table->hash_function(key); idx = hash & (table->bucket_count - 1); entry = hash_table_get_by_idx(table, key, idx); if (entry) { HeapFree(GetProcessHeap(), 0, key); entry->value = value; if (!value) { HeapFree(GetProcessHeap(), 0, entry->key); entry->key = NULL; /* Remove the entry */ list_remove(&entry->entry); list_add_head(&table->free_entries, &entry->entry); --table->count; /* Shrink if necessary */ if (table->count < table->shrink_size) { if (!hash_table_resize(table, table->bucket_count >> 1)) { ERR("Failed to shrink the table...\n"); } } } return; } if (!value) return; /* Grow if necessary */ if (table->count >= table->grow_size) { if (!hash_table_resize(table, table->bucket_count << 1)) { ERR("Failed to grow the table, returning.\n"); return; } idx = hash & (table->bucket_count - 1); } /* Find an entry to insert */ if (!list_empty(&table->free_entries)) { struct list *elem = list_head(&table->free_entries); list_remove(elem); entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry); } else { entry = table->entries + (table->entry_count++); } /* Insert the entry */ entry->key = key; entry->value = value; entry->hash = hash; if (!table->buckets[idx].next) list_init(&table->buckets[idx]); list_add_head(&table->buckets[idx], &entry->entry); ++table->count; } void hash_table_remove(struct hash_table_t *table, void *key) { hash_table_put(table, key, NULL); } void *hash_table_get(const struct hash_table_t *table, const void *key) { unsigned int idx; struct hash_table_entry_t *entry; idx = table->hash_function(key) & (table->bucket_count - 1); entry = hash_table_get_by_idx(table, key, idx); return entry ? entry->value : NULL; } #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info void gen_ffp_frag_op(IWineD3DStateBlockImpl *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; for(i = 0; i < GL_LIMITS(texture_stages); i++) { IWineD3DBaseTextureImpl *texture; settings->op[i].padding = 0; if(stateblock->textureState[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; } texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; if(texture) { settings->op[i].color_fixup = texture->baseTexture.shader_color_fixup; if(ignore_textype) { settings->op[i].tex_type = tex_1d; } else { switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) { 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->textureState[i][WINED3DTSS_COLOROP]; aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP]; carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED; carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED; carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED; if(is_invalid_op(stateblock->wineD3DDevice, 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->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED; aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED; aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED; } if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE]) { UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]); if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) { IWineD3DSurfaceImpl *surf; surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0]; if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) { if (aop == WINED3DTOP_DISABLE) { aarg1 = WINED3DTA_TEXTURE; aop = WINED3DTOP_SELECTARG1; } else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) { if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) { aarg2 = WINED3DTA_TEXTURE; aop = WINED3DTOP_MODULATE; } else aarg1 = WINED3DTA_TEXTURE; } else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) { if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) { aarg1 = WINED3DTA_TEXTURE; aop = WINED3DTOP_MODULATE; } else aarg2 = WINED3DTA_TEXTURE; } } } } if(is_invalid_op(stateblock->wineD3DDevice, 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->textureState[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->textureState[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->renderState[WINED3DRS_FOGENABLE] == FALSE) { settings->fog = FOG_OFF; } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { switch(stateblock->renderState[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->renderState[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->renderState[WINED3DRS_SRGBWRITEENABLE]) { settings->sRGB_write = 1; } else { settings->sRGB_write = 0; } } #undef GLINFO_LOCATION const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders, const struct ffp_frag_settings *settings) { return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings); } void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) { struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key)); /* 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. * Make a copy of the key because hash_table_put takes ownership of it */ *key = desc->settings; hash_table_put(shaders, key, desc); } /* 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 */ #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { if(stateblock->textures[stage]) { switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) { case GL_TEXTURE_2D: glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if(GL_SUPPORT(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_SUPPORT(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_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if(GL_SUPPORT(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_SUPPORT(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_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if(GL_SUPPORT(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 */ } } void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD sampler = state - STATE_SAMPLER(0); DWORD mapped_stage = stateblock->wineD3DDevice->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 == -1 || mapped_stage >= GL_LIMITS(textures)) return; if(sampler >= stateblock->lowest_disabled_stage) return; if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return; texture_activate_dimensions(sampler, stateblock, context); } #undef GLINFO_LOCATION unsigned int ffp_frag_program_key_hash(const void *key) { const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key; unsigned int hash = 0, i; const DWORD *blob; /* This takes the texture op settings of stage 0 and 1 into account. * how exactly depends on the memory laybout of the compiler, but it * should not matter too much. Stages > 1 are used rarely, so there's * no need to process them. Even if they're used it is likely that * the ffp setup has distinct stage 0 and 1 settings. */ for(i = 0; i < 2; i++) { blob = (const DWORD *)&k->op[i]; hash ^= blob[0] ^ blob[1]; } hash += ~(hash << 15); hash ^= (hash >> 10); hash += (hash << 3); hash ^= (hash >> 6); hash += ~(hash << 11); hash ^= (hash >> 16); return hash; } BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb) { const struct ffp_frag_settings *ka = (const struct ffp_frag_settings *)keya; const struct ffp_frag_settings *kb = (const struct ffp_frag_settings *)keyb; return memcmp(ka, kb, sizeof(*ka)) == 0; } UINT wined3d_log2i(UINT32 x) { static const BYTE l[] = { 0, 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]; }