/* * 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); struct StaticPixelFormatDesc { WINED3DFORMAT format; DWORD alphaMask, redMask, greenMask, blueMask; UINT bpp; short depthSize, stencilSize; BOOL isFourcc; }; /***************************************************************************** * 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[] = { /* WINED3DFORMAT alphamask redmask greenmask bluemask bpp depth stencil isFourcc */ {WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 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_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE}, {WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0, FALSE}, {WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0, FALSE}, {WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0, FALSE}, /* Hmm? */ {WINED3DFMT_CxV8U8, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE}, /* Float */ {WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE}, {WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE}, {WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE}, {WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0, FALSE}, {WINED3DFMT_R16G16B16A16_SINT, 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. */ {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_UNORM, 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_R10G10B10A2_UNORM, 0xb0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0, FALSE}, {WINED3DFMT_R10G10B10A2_UINT, 0xb0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0, FALSE}, {WINED3DFMT_R10G10B10A2_SNORM, 0xb0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0, FALSE}, {WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0, FALSE}, {WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0, FALSE}, {WINED3DFMT_X8B8G8R8, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0, FALSE}, {WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0, FALSE}, {WINED3DFMT_A2R10G10B10, 0xb0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0, FALSE}, {WINED3DFMT_R16G16B16A16_UNORM, 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_R8G8_SNORM, 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_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE}, {WINED3DFMT_R16G16_SNORM, 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_UNORM, 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_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0, FALSE}, {WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0, FALSE}, {WINED3DFMT_R16G16B16A16_SNORM, 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 }, }; struct wined3d_format_vertex_info { WINED3DFORMAT format; 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_A8R8G8B8, 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)} }; typedef struct { WINED3DFORMAT fmt; GLint glInternal, glGammaInternal, rtInternal, glFormat, glType; unsigned int Flags; GL_SupportedExt extension; } 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[] = { /* WINED3DFORMAT 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, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0, GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE, WINED3DFMT_FLAG_FILTERING, APPLE_YCBCR_422}, {WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0, GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE, WINED3DFMT_FLAG_FILTERING, APPLE_YCBCR_422}, {WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0, GL_ALPHA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, EXT_TEXTURE_COMPRESSION_S3TC}, {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, EXT_TEXTURE_COMPRESSION_S3TC}, {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, EXT_TEXTURE_COMPRESSION_S3TC}, {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, EXT_TEXTURE_COMPRESSION_S3TC}, {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, EXT_TEXTURE_COMPRESSION_S3TC}, /* IEEE formats */ {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0, GL_RED, GL_FLOAT, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT}, {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0, GL_RED, GL_FLOAT, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG}, {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0, GL_RGB, GL_FLOAT, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT}, {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0, GL_RG, GL_FLOAT, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG}, {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0, GL_RGBA, GL_FLOAT, WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT}, /* Float */ {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, GL_RED, GL_HALF_FLOAT_ARB, WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT}, {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0, GL_RED, GL_HALF_FLOAT_ARB, WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG}, {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, GL_RGB, GL_HALF_FLOAT_ARB, WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT}, {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0, GL_RG, GL_HALF_FLOAT_ARB, WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_RG}, {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0, GL_RGBA, GL_HALF_FLOAT_ARB, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, ARB_TEXTURE_FLOAT}, /* Palettized formats */ {WINED3DFMT_P8, GL_RGBA, GL_RGBA, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0, ARB_FRAGMENT_PROGRAM}, {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, 0, EXT_PALETTED_TEXTURE}, /* 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, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R3G3B2, GL_R3_G3_B2, GL_R3_G3_B2, 0, GL_RGB, GL_UNSIGNED_BYTE_3_3_2, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_X4R4G4B4, GL_RGB4, GL_RGB4, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_X8B8G8R8, GL_RGB8, GL_RGB8, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R16G16_UNORM, GL_RGB16_EXT, GL_RGB16_EXT, 0, GL_RGB, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {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, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16_EXT, GL_RGBA16_EXT, 0, GL_RGBA, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3D_GL_EXT_NONE}, /* Luminance */ {WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, WINED3D_GL_EXT_NONE}, /* Bump mapping stuff */ {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0, GL_BGR, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0, GL_DSDT_NV, GL_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, NV_TEXTURE_SHADER}, {WINED3DFMT_L6V5U5, GL_RGB5, GL_RGB5, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0, GL_DSDT_MAG_NV, GL_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, NV_TEXTURE_SHADER}, {WINED3DFMT_X8L8V8U8, GL_RGB8, GL_RGB8, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {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_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, NV_TEXTURE_SHADER}, {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0, GL_BGRA, GL_UNSIGNED_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0, GL_RGBA, GL_BYTE, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, NV_TEXTURE_SHADER}, {WINED3DFMT_R16G16_SNORM, GL_RGB16_EXT, GL_RGB16_EXT, 0, GL_BGR, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0, GL_HILO_NV, GL_SHORT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, NV_TEXTURE_SHADER}, /* Depth stencil formats */ {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D32, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D15S1, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D15S1, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, EXT_PACKED_DEPTH_STENCIL}, {WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D24S8, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, EXT_PACKED_DEPTH_STENCIL}, {WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D24X4S4, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, EXT_PACKED_DEPTH_STENCIL}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING, WINED3D_GL_EXT_NONE}, {WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, GL_DEPTH_COMPONENT, GL_FLOAT, WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D24FS8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_FLOAT, WINED3DFMT_FLAG_DEPTH, ARB_DEPTH_TEXTURE}, {WINED3DFMT_D24FS8, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, EXT_PACKED_DEPTH_STENCIL}, /* 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, ATI_TEXTURE_COMPRESSION_3DC}, {WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2_EXT, GL_COMPRESSED_RED_GREEN_RGTC2_EXT, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, EXT_TEXTURE_COMPRESSION_RGTC}, }; 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; } static BOOL init_format_base_info(WineD3D_GL_Info *gl_info) { UINT format_count = sizeof(formats) / sizeof(*formats); UINT i; gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->gl_formats)); if (!gl_info->gl_formats) { ERR("Failed to allocate memory.\n"); return FALSE; } for (i = 0; i < format_count; ++i) { struct GlPixelFormatDesc *desc = &gl_info->gl_formats[i]; desc->format = formats[i].format; desc->red_mask = formats[i].redMask; desc->green_mask = formats[i].greenMask; desc->blue_mask = formats[i].blueMask; desc->alpha_mask = formats[i].alphaMask; desc->byte_count = formats[i].bpp; desc->depth_size = formats[i].depthSize; desc->stencil_size = formats[i].stencilSize; if (formats[i].isFourcc) desc->Flags |= WINED3DFMT_FLAG_FOURCC; } return TRUE; } #define GLINFO_LOCATION (*gl_info) static BOOL check_fbo_compat(const WineD3D_GL_Info *gl_info, GLint internal_format, GLenum format, GLenum type) { GLuint tex, fb; GLenum status; ENTER_GL(); while(glGetError()); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, 16, 16, 0, format, type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 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"); LEAVE_GL(); return status == GL_FRAMEBUFFER_COMPLETE_EXT; } static void init_format_fbo_compat_info(WineD3D_GL_Info *gl_info) { unsigned int i; for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) { struct GlPixelFormatDesc *desc = &gl_info->gl_formats[i]; if (!desc->glInternal) continue; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { /* 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. */ if (check_fbo_compat(gl_info, desc->glInternal, desc->glFormat, desc->glType)) { TRACE("Format %s is supported as fbo target\n", debug_d3dformat(desc->format)); desc->Flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE; desc->rtInternal = desc->glInternal; } else { if (!desc->rtInternal) { if (desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) { FIXME("Internal format of %s not supported as FBO target, and no fallback specified.\n", debug_d3dformat(desc->format)); desc->Flags &= ~WINED3DFMT_FLAG_RENDERTARGET; } desc->rtInternal = desc->glInternal; } else { TRACE("Internal format of %s not supported as FBO target, using render target internal instead.\n", debug_d3dformat(desc->format)); } } } else { desc->rtInternal = desc->glInternal; } } } static BOOL init_format_texture_info(WineD3D_GL_Info *gl_info) { unsigned int i; for (i = 0; i < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); ++i) { int fmt_idx = getFmtIdx(gl_formats_template[i].fmt); struct GlPixelFormatDesc *desc; if (fmt_idx == -1) { ERR("Format %s (%#x) not found.\n", debug_d3dformat(gl_formats_template[i].fmt), gl_formats_template[i].fmt); return FALSE; } if (!GL_SUPPORT(gl_formats_template[i].extension)) continue; desc = &gl_info->gl_formats[fmt_idx]; desc->glInternal = gl_formats_template[i].glInternal; desc->glGammaInternal = gl_formats_template[i].glGammaInternal; desc->rtInternal = gl_formats_template[i].rtInternal; desc->glFormat = gl_formats_template[i].glFormat; desc->glType = gl_formats_template[i].glType; desc->color_fixup = COLOR_FIXUP_IDENTITY; desc->Flags |= gl_formats_template[i].Flags; desc->heightscale = 1.0; } return TRUE; } static void apply_format_fixups(WineD3D_GL_Info *gl_info) { int idx; idx = getFmtIdx(WINED3DFMT_R16_FLOAT); gl_info->gl_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->gl_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->gl_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->gl_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->gl_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_SUPPORT(NV_TEXTURE_SHADER)) { idx = getFmtIdx(WINED3DFMT_R8G8_SNORM); gl_info->gl_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->gl_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->gl_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->gl_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_SUPPORT(NV_TEXTURE_SHADER)) { /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly * with each other */ idx = getFmtIdx(WINED3DFMT_L6V5U5); gl_info->gl_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_X8L8V8U8); gl_info->gl_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->gl_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_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { idx = getFmtIdx(WINED3DFMT_ATI2N); gl_info->gl_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_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) { idx = getFmtIdx(WINED3DFMT_ATI2N); gl_info->gl_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_SUPPORT(APPLE_YCBCR_422)) { idx = getFmtIdx(WINED3DFMT_YUY2); gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2); idx = getFmtIdx(WINED3DFMT_UYVY); gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY); } idx = getFmtIdx(WINED3DFMT_YV12); gl_info->gl_formats[idx].heightscale = 1.5; gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12); if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)) { idx = getFmtIdx(WINED3DFMT_A8R8G8B8); gl_info->gl_formats[idx].gl_vtx_format = GL_BGRA; } if (GL_SUPPORT(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->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */ idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT); gl_info->gl_formats[idx].gl_vtx_type = GL_HALF_FLOAT; } } static BOOL init_format_vertex_info(WineD3D_GL_Info *gl_info) { unsigned int i; for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i) { struct GlPixelFormatDesc *format_desc; int fmt_idx = getFmtIdx(format_vertex_info[i].format); if (fmt_idx == -1) { ERR("Format %s (%#x) not found.\n", debug_d3dformat(format_vertex_info[i].format), format_vertex_info[i].format); return FALSE; } format_desc = &gl_info->gl_formats[fmt_idx]; format_desc->emit_idx = format_vertex_info[i].emit_idx; format_desc->component_count = format_vertex_info[i].component_count; format_desc->gl_vtx_type = format_vertex_info[i].gl_vtx_type; format_desc->gl_vtx_format = format_vertex_info[i].gl_vtx_format; format_desc->gl_normalized = format_vertex_info[i].gl_normalized; format_desc->component_size = format_vertex_info[i].component_size; } return TRUE; } BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info) { return init_format_base_info(gl_info); } BOOL initPixelFormats(WineD3D_GL_Info *gl_info) { if (!init_format_base_info(gl_info)) return FALSE; if (!init_format_texture_info(gl_info)) { HeapFree(GetProcessHeap(), 0, gl_info->gl_formats); return FALSE; } if (!init_format_vertex_info(gl_info)) { HeapFree(GetProcessHeap(), 0, gl_info->gl_formats); return FALSE; } apply_format_fixups(gl_info); init_format_fbo_compat_info(gl_info); return TRUE; } #undef GLINFO_LOCATION #define GLINFO_LOCATION This->adapter->gl_info const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info) { 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); } return &gl_info->gl_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_A8R3G3B2); FMT_TO_STR(WINED3DFMT_X4R4G4B4); FMT_TO_STR(WINED3DFMT_X8B8G8R8); FMT_TO_STR(WINED3DFMT_A2R10G10B10); 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_L6V5U5); FMT_TO_STR(WINED3DFMT_X8L8V8U8); 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_L16); FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE); FMT_TO_STR(WINED3DFMT_D24FS8); FMT_TO_STR(WINED3DFMT_VERTEXDATA); FMT_TO_STR(WINED3DFMT_CxV8U8); FMT_TO_STR(WINED3DFMT_ATI2N); 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); #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) { char buf[284]; 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); #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(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_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_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"; } } 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_YUV0); WINED3D_TO_STR(CHANNEL_SOURCE_YUV1); #undef WINED3D_TO_STR default: FIXME("Unrecognized fixup_channel_source %#x\n", source); return "unrecognized"; } } static 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" : ""); } 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(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*/ /* GL locking is done by the caller (state handler) */ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, WINED3DFORMAT 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)"); } #undef GLINFO_LOCATION /* 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 GlPixelFormatDesc *format_desc, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) { TRACE("fmt: %s\n", debug_d3dformat(format_desc->format)); switch(format_desc->format) { case WINED3DFMT_X8R8G8B8: case WINED3DFMT_R8G8B8: case WINED3DFMT_A8R8G8B8: case WINED3DFMT_R8G8B8A8_UNORM: 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(format_desc->format)); return FALSE; } *redSize = count_bits(format_desc->red_mask); *greenSize = count_bits(format_desc->green_mask); *blueSize = count_bits(format_desc->blue_mask); *alphaSize = count_bits(format_desc->alpha_mask); *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(format_desc->format)); return TRUE; } /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */ BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize) { TRACE("fmt: %s\n", debug_d3dformat(format_desc->format)); switch(format_desc->format) { case WINED3DFMT_D16_LOCKABLE: case WINED3DFMT_D16_UNORM: 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(format_desc->format)); return FALSE; } *depthSize = format_desc->depth_size; *stencilSize = format_desc->stencil_size; TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(format_desc->format)); return TRUE; } /* 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; 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; } /*********************************************************************** * 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 #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->resource.format_desc->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 && !surf->resource.format_desc->alpha_mask) { 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) { if(use_vs(stateblock) || ((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->position_transformed) { settings->fog = FOG_LINEAR; } else { 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 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 */ #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info /* GL locking is done by the caller (state handler) */ 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 */ } } /* GL locking is done by the caller (state handler) */ 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 == WINED3D_UNMAPPED_STAGE || 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 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 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]; }