Sweden-Number/dlls/wined3d/utils.c

5080 lines
226 KiB
C

/*
* Utility functions for the WineD3D Library
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
struct wined3d_format_channels
{
enum wined3d_format_id id;
DWORD red_size, green_size, blue_size, alpha_size;
DWORD red_offset, green_offset, blue_offset, alpha_offset;
UINT bpp;
BYTE depth_size, stencil_size;
};
static const struct wined3d_format_channels formats[] =
{
/* size offset
* format id r g b a r g b a bpp depth stencil */
{WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
/* FourCC formats */
{WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_BC1_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_BC2_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_BC3_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
/* IEEE formats */
{WINED3DFMT_R32_FLOAT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
{WINED3DFMT_R32G32_FLOAT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
{WINED3DFMT_R32G32B32_FLOAT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
{WINED3DFMT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
/* Hmm? */
{WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
/* Float */
{WINED3DFMT_R16_FLOAT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_R16G16_FLOAT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_R16G16_SINT, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
{WINED3DFMT_R16G16B16A16_SINT, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
/* Palettized formats */
{WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
{WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
/* Standard ARGB formats. */
{WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
{WINED3DFMT_B8G8R8A8_UNORM, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
{WINED3DFMT_B8G8R8X8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
{WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
{WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
{WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
{WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
{WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
{WINED3DFMT_R8_UNORM, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
{WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
{WINED3DFMT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
{WINED3DFMT_R10G10B10A2_UINT, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
{WINED3DFMT_R10G10B10A2_SNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_UNORM_SRGB, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_UINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_SINT, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
{WINED3DFMT_R16G16_UNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
{WINED3DFMT_R16G16B16A16_UNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
{WINED3DFMT_R8G8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
/* Luminance */
{WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
{WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
{WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
/* Bump mapping stuff */
{WINED3DFMT_R8G8_SNORM, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R16G16_SNORM, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
{WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
{WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
{WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
{WINED3DFMT_D24_UNORM_S8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
{WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
{WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
{WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
{WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
{WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
{WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{WINED3DFMT_R16_UINT, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_R32_UINT, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
{WINED3DFMT_R32G32_UINT, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
{WINED3DFMT_R32G32B32_UINT, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
{WINED3DFMT_R32G32B32A32_UINT, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
{WINED3DFMT_R16G16B16A16_SNORM, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
/* Vendor-specific formats */
{WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
{WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
/* Unsure about them, could not find a Windows driver that supports them */
{WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
/* Typeless */
{WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
{WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
{WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
{WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
{WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
{WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
{WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
{WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
};
struct wined3d_format_base_flags
{
enum wined3d_format_id id;
DWORD flags;
};
/* The ATI2N format behaves like an uncompressed format in LockRect(), but
* still needs to use the correct block based calculation for e.g. the
* resource size. */
static const struct wined3d_format_base_flags format_base_flags[] =
{
{WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
{WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
{WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_FLAG_INTEGER},
{WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_FLAG_INTEGER},
};
struct wined3d_format_block_info
{
enum wined3d_format_id id;
UINT block_width;
UINT block_height;
UINT block_byte_count;
BOOL verify;
};
static const struct wined3d_format_block_info format_block_info[] =
{
{WINED3DFMT_DXT1, 4, 4, 8, TRUE},
{WINED3DFMT_DXT2, 4, 4, 16, TRUE},
{WINED3DFMT_DXT3, 4, 4, 16, TRUE},
{WINED3DFMT_DXT4, 4, 4, 16, TRUE},
{WINED3DFMT_DXT5, 4, 4, 16, TRUE},
{WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
{WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
{WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
{WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
{WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
{WINED3DFMT_YUY2, 2, 1, 4, FALSE},
{WINED3DFMT_UYVY, 2, 1, 4, FALSE},
};
struct wined3d_format_vertex_info
{
enum wined3d_format_id id;
enum wined3d_ffp_emit_idx emit_idx;
GLint component_count;
GLenum gl_vtx_type;
GLint gl_vtx_format;
GLboolean gl_normalized;
unsigned int component_size;
};
static const struct wined3d_format_vertex_info format_vertex_info[] =
{
{WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
{WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
{WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
{WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
{WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
{WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
{WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
{WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
{WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
{WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
{WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)},
{WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, 1, GL_FALSE, sizeof(UINT)},
{WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, 2, GL_FALSE, sizeof(UINT)},
{WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, 3, GL_FALSE, sizeof(UINT)},
{WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, 4, GL_FALSE, sizeof(UINT)},
};
struct wined3d_format_texture_info
{
enum wined3d_format_id id;
GLint gl_internal;
GLint gl_srgb_internal;
GLint gl_rt_internal;
GLint gl_format;
GLint gl_type;
unsigned int conv_byte_count;
unsigned int flags;
enum wined3d_gl_extension extension;
void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
};
static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
* format+type combination to load it. Thus convert it to A8L8, then load it
* with A4L4 internal, but A8L8 format+type
*/
unsigned int x, y, z;
const unsigned char *Source;
unsigned char *Dest;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = src + z * src_slice_pitch + y * src_row_pitch;
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
unsigned char color = (*Source++);
/* A */ Dest[1] = (color & 0xf0u) << 0;
/* L */ Dest[0] = (color & 0x0fu) << 4;
Dest += 2;
}
}
}
}
static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
unsigned char r_in, g_in, l_in;
const unsigned short *texel_in;
unsigned short *texel_out;
/* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
* E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
* back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
* ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
for (x = 0; x < width; x++ )
{
l_in = (*texel_in & 0xfc00u) >> 10;
g_in = (*texel_in & 0x03e0u) >> 5;
r_in = *texel_in & 0x001fu;
*texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
texel_out++;
texel_in++;
}
}
}
}
static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
const unsigned short *texel_in;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
l_in = (*texel_in & 0xfc00u) >> 10;
g_in = (*texel_in & 0x03e0u) >> 5;
r_in = *texel_in & 0x001fu;
r_out = r_in << 3;
if (!(r_in & 0x10)) /* r > 0 */
r_out |= r_in >> 1;
g_out = g_in << 3;
if (!(g_in & 0x10)) /* g > 0 */
g_out |= g_in >> 1;
texel_out[0] = r_out;
texel_out[1] = g_out;
texel_out[2] = l_in << 1 | l_in >> 5;
texel_out[3] = 0;
texel_out += 4;
texel_in++;
}
}
}
}
static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
const unsigned short *texel_in;
/* This makes the gl surface bigger(24 bit instead of 16), but it works with
* fixed function and shaders without further conversion once the surface is
* loaded.
*
* The difference between this function and convert_r5g5_snorm_l6_unorm_ext
* is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
* this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
* internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
l_in = (*texel_in & 0xfc00u) >> 10;
g_in = (*texel_in & 0x03e0u) >> 5;
r_in = *texel_in & 0x001fu;
ds_out = r_in << 3;
if (!(r_in & 0x10)) /* r > 0 */
ds_out |= r_in >> 1;
dt_out = g_in << 3;
if (!(g_in & 0x10)) /* g > 0 */
dt_out |= g_in >> 1;
texel_out[0] = ds_out;
texel_out[1] = dt_out;
texel_out[2] = l_in << 1 | l_in >> 5;
texel_out += 3;
texel_in++;
}
}
}
}
static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const short *Source;
unsigned char *Dest;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
const short color = (*Source++);
/* B */ Dest[0] = 0xff;
/* G */ Dest[1] = (color >> 8) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 3;
}
}
}
}
static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const DWORD *Source;
unsigned char *Dest;
/* Doesn't work correctly with the fixed function pipeline, but can work in
* shaders if the shader is adjusted. (There's no use for this format in gl's
* standard fixed function pipeline anyway).
*/
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 4;
}
}
}
}
static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const DWORD *Source;
unsigned char *Dest;
/* This implementation works with the fixed function pipeline and shaders
* without further modification after converting the surface.
*/
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
/* U */ Dest[0] = (color & 0xff); /* U */
/* I */ Dest[3] = 255; /* X */
Dest += 4;
}
}
}
}
static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const DWORD *Source;
unsigned char *Dest;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
/* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
Dest += 4;
}
}
}
}
static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const DWORD *Source;
unsigned short *Dest;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; x++ )
{
const DWORD color = (*Source++);
/* B */ Dest[0] = 0xffff;
/* G */ Dest[1] = (color >> 16) + 32768; /* V */
/* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
Dest += 3;
}
}
}
}
static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const WORD *Source;
WORD *Dest;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; x++ )
{
WORD green = (*Source++);
WORD red = (*Source++);
Dest[0] = green;
Dest[1] = red;
/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
* shader overwrites it anyway */
Dest[2] = 0xffff;
Dest += 3;
}
}
}
}
static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
const float *Source;
float *Dest;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; x++ )
{
float green = (*Source++);
float red = (*Source++);
Dest[0] = green;
Dest[1] = red;
Dest[2] = 1.0f;
Dest += 3;
}
}
}
}
static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; ++y)
{
const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; ++x)
{
/* The depth data is normalized, so needs to be scaled,
* the stencil data isn't. Scale depth data by
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
WORD d15 = source[x] >> 1;
DWORD d24 = (d15 << 9) + (d15 >> 6);
dest[x] = (d24 << 8) | (source[x] & 0x1);
}
}
}
}
static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; ++y)
{
const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; ++x)
{
/* Just need to clear out the X4 part. */
dest[x] = source[x] & ~0xf0;
}
}
}
}
static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; ++y)
{
const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
DWORD *dest_s = (DWORD *)dest_f;
for (x = 0; x < width; ++x)
{
dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
dest_s[x * 2 + 1] = source[x] & 0xff;
}
}
}
}
static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
{
/* FIXME: Is this really how color keys are supposed to work? I think it
* makes more sense to compare the individual channels. */
return color >= color_key->color_space_low_value
&& color <= color_key->color_space_high_value;
}
static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
{
const BYTE *src_row;
unsigned int x, y;
DWORD *dst_row;
if (!palette)
{
/* FIXME: This should probably use the system palette. */
FIXME("P8 surface loaded without a palette.\n");
for (y = 0; y < height; ++y)
{
memset(&dst[dst_pitch * y], 0, width * 4);
}
return;
}
for (y = 0; y < height; ++y)
{
src_row = &src[src_pitch * y];
dst_row = (DWORD *)&dst[dst_pitch * y];
for (x = 0; x < width; ++x)
{
BYTE src_color = src_row[x];
dst_row[x] = 0xff000000
| (palette->colors[src_color].rgbRed << 16)
| (palette->colors[src_color].rgbGreen << 8)
| palette->colors[src_color].rgbBlue;
}
}
}
static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
{
const WORD *src_row;
unsigned int x, y;
WORD *dst_row;
for (y = 0; y < height; ++y)
{
src_row = (WORD *)&src[src_pitch * y];
dst_row = (WORD *)&dst[dst_pitch * y];
for (x = 0; x < width; ++x)
{
WORD src_color = src_row[x];
if (!color_in_range(color_key, src_color))
dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
else
dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
}
}
}
static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
{
const WORD *src_row;
unsigned int x, y;
WORD *dst_row;
for (y = 0; y < height; ++y)
{
src_row = (WORD *)&src[src_pitch * y];
dst_row = (WORD *)&dst[dst_pitch * y];
for (x = 0; x < width; ++x)
{
WORD src_color = src_row[x];
if (color_in_range(color_key, src_color))
dst_row[x] = src_color & ~0x8000;
else
dst_row[x] = src_color | 0x8000;
}
}
}
static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
{
const BYTE *src_row;
unsigned int x, y;
DWORD *dst_row;
for (y = 0; y < height; ++y)
{
src_row = &src[src_pitch * y];
dst_row = (DWORD *)&dst[dst_pitch * y];
for (x = 0; x < width; ++x)
{
DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
if (!color_in_range(color_key, src_color))
dst_row[x] = src_color | 0xff000000;
}
}
}
static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
{
const DWORD *src_row;
unsigned int x, y;
DWORD *dst_row;
for (y = 0; y < height; ++y)
{
src_row = (DWORD *)&src[src_pitch * y];
dst_row = (DWORD *)&dst[dst_pitch * y];
for (x = 0; x < width; ++x)
{
DWORD src_color = src_row[x];
if (color_in_range(color_key, src_color))
dst_row[x] = src_color & ~0xff000000;
else
dst_row[x] = src_color | 0xff000000;
}
}
}
static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
{
const DWORD *src_row;
unsigned int x, y;
DWORD *dst_row;
for (y = 0; y < height; ++y)
{
src_row = (DWORD *)&src[src_pitch * y];
dst_row = (DWORD *)&dst[dst_pitch * y];
for (x = 0; x < width; ++x)
{
DWORD src_color = src_row[x];
if (color_in_range(color_key, src_color))
src_color &= ~0xff000000;
dst_row[x] = src_color;
}
}
}
const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
const struct wined3d_texture *texture, BOOL need_alpha_ck)
{
const struct wined3d_format *format = texture->resource.format;
unsigned int i;
static const struct
{
enum wined3d_format_id src_format;
struct wined3d_color_key_conversion conversion;
}
color_key_info[] =
{
{WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
{WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
{WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
{WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
{WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
};
static const struct wined3d_color_key_conversion convert_p8 =
{
WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
};
if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
{
for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
{
if (color_key_info[i].src_format == format->id)
return &color_key_info[i].conversion;
}
FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
}
/* FIXME: This should check if the blitter backend can do P8 conversion,
* instead of checking for ARB_fragment_program. */
if (format->id == WINED3DFMT_P8_UINT
&& !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
&& texture->swapchain && texture == texture->swapchain->front_buffer))
return &convert_p8;
return NULL;
}
/* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
*
* These are never supported on native.
* WINED3DFMT_B8G8R8_UNORM
* WINED3DFMT_B2G3R3_UNORM
* WINED3DFMT_L4A4_UNORM
* WINED3DFMT_S1_UINT_D15_UNORM
* WINED3DFMT_S4X4_UINT_D24_UNORM
*
* Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
* Since it is not widely available, don't offer it. Further no Windows driver
* offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
* WINED3DFMT_P8_UINT
* WINED3DFMT_P8_UINT_A8_UNORM
*
* These formats seem to be similar to the HILO formats in
* GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
* NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
* similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
* refused to support formats which can easily be emulated with pixel shaders,
* so applications have to deal with not having NVHS and NVHU.
* WINED3DFMT_NVHU
* WINED3DFMT_NVHS */
static const struct wined3d_format_texture_info format_texture_info[] =
{
/* format id gl_internal gl_srgb_internal gl_rt_internal
gl_format gl_type conv_byte_count
flags
extension convert */
/* FourCC formats */
/* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
* is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
* d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
* Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
* endian machine
*/
{WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
APPLE_YCBCR_422, NULL},
{WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
APPLE_YCBCR_422, NULL},
{WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_NV12, GL_ALPHA, GL_ALPHA, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
/* IEEE formats */
{WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
GL_RED, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, NULL},
{WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
GL_RED, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
GL_RGB, GL_FLOAT, 12,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, convert_r32g32_float},
{WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
GL_RG, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
GL_RGBA, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, NULL},
/* Float */
{WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RED, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, NULL},
{WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
GL_RED, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RGB, GL_HALF_FLOAT_ARB, 6,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, convert_r16g16},
{WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
GL_RG, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
GL_RGBA, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, NULL},
/* Palettized formats */
{WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
0,
0, NULL},
/* Standard ARGB formats */
{WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGR, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
| WINED3DFMT_FLAG_VTF,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
ARB_ES2_COMPATIBILITY, NULL},
{WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
GL_RED, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
| WINED3DFMT_FLAG_VTF,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE,
ARB_TEXTURE_RGB10_A2UI, NULL},
{WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
GL_RGBA_INTEGER, GL_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE,
EXT_TEXTURE_INTEGER, NULL},
{WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
GL_RGB, GL_UNSIGNED_SHORT, 6,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, convert_r16g16},
{WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
GL_RG, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
GL_RGBA, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
GL_RG, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
ARB_TEXTURE_RG, NULL},
/* Luminance */
{WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_SRGB_READ,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, convert_l4a4_unorm},
/* Bump mapping stuff */
{WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
GL_BGR, GL_UNSIGNED_BYTE, 3,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
{WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
GL_DSDT_NV, GL_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
GL_RG, GL_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
EXT_TEXTURE_SNORM, NULL},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
GL_DSDT_MAG_NV, GL_BYTE, 3,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
GL_RGBA, GL_BYTE, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
{WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
GL_BGRA, GL_UNSIGNED_BYTE, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
{WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
GL_RGBA, GL_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
GL_RGBA, GL_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
EXT_TEXTURE_SNORM, NULL},
{WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
GL_BGR, GL_UNSIGNED_SHORT, 6,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
GL_HILO_NV, GL_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
GL_RG, GL_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
EXT_TEXTURE_SNORM, NULL},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, NULL},
{WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
/* Vendor-specific formats */
{WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
GL_RED, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
ARB_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
ATI_TEXTURE_COMPRESSION_3DC, NULL},
{WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
EXT_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
GL_RG, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_COMPRESSED,
ARB_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
ARB_FRAMEBUFFER_OBJECT, NULL},
{WINED3DFMT_NULL, 0, 0, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
ARB_FRAMEBUFFER_OBJECT, NULL},
};
static inline int getFmtIdx(enum wined3d_format_id format_id)
{
/* First check if the format is at the position of its value.
* This will catch the argb formats before the loop is entered. */
if (format_id < (sizeof(formats) / sizeof(*formats))
&& formats[format_id].id == format_id)
{
return format_id;
}
else
{
unsigned int i;
for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
{
if (formats[i].id == format_id) return i;
}
}
return -1;
}
static void format_set_flag(struct wined3d_format *format, unsigned int flag)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
format->flags[i] |= flag;
}
static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
format->flags[i] &= ~flag;
}
static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
{
UINT format_count = sizeof(formats) / sizeof(*formats);
UINT i;
gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
if (!gl_info->formats)
{
ERR("Failed to allocate memory.\n");
return FALSE;
}
for (i = 0; i < format_count; ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
format->id = formats[i].id;
format->red_size = formats[i].red_size;
format->green_size = formats[i].green_size;
format->blue_size = formats[i].blue_size;
format->alpha_size = formats[i].alpha_size;
format->red_offset = formats[i].red_offset;
format->green_offset = formats[i].green_offset;
format->blue_offset = formats[i].blue_offset;
format->alpha_offset = formats[i].alpha_offset;
format->byte_count = formats[i].bpp;
format->depth_size = formats[i].depth_size;
format->stencil_size = formats[i].stencil_size;
format->block_width = 1;
format->block_height = 1;
format->block_byte_count = formats[i].bpp;
}
for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
{
int fmt_idx = getFmtIdx(format_base_flags[i].id);
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
HeapFree(GetProcessHeap(), 0, gl_info->formats);
return FALSE;
}
format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
}
return TRUE;
}
static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
{
unsigned int i;
for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
{
struct wined3d_format *format;
int fmt_idx = getFmtIdx(format_block_info[i].id);
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
return FALSE;
}
format = &gl_info->formats[fmt_idx];
format->block_width = format_block_info[i].block_width;
format->block_height = format_block_info[i].block_height;
format->block_byte_count = format_block_info[i].block_byte_count;
format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
if (!format_block_info[i].verify)
format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
}
return TRUE;
}
static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
{
switch (type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
return GL_TEXTURE_1D;
case WINED3D_GL_RES_TYPE_TEX_2D:
return GL_TEXTURE_2D;
case WINED3D_GL_RES_TYPE_TEX_3D:
return GL_TEXTURE_3D;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
return GL_TEXTURE_CUBE_MAP_ARB;
case WINED3D_GL_RES_TYPE_TEX_RECT:
return GL_TEXTURE_RECTANGLE_ARB;
case WINED3D_GL_RES_TYPE_BUFFER:
return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
case WINED3D_GL_RES_TYPE_RB:
return GL_RENDERBUFFER;
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
ERR("Unexpected GL resource type %u.\n", type);
return 0;
}
static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
enum wined3d_gl_resource_type d3d_type, GLuint object)
{
switch (d3d_type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
case WINED3D_GL_RES_TYPE_TEX_2D:
case WINED3D_GL_RES_TYPE_TEX_RECT:
case WINED3D_GL_RES_TYPE_TEX_3D:
case WINED3D_GL_RES_TYPE_TEX_CUBE:
gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
break;
case WINED3D_GL_RES_TYPE_RB:
gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
break;
case WINED3D_GL_RES_TYPE_BUFFER:
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
}
/* Context activation is done by the caller. */
static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
{
GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
switch (d3d_type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
*object, 0);
if (flags & WINED3DFMT_FLAG_STENCIL)
gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
*object, 0);
break;
case WINED3D_GL_RES_TYPE_TEX_2D:
case WINED3D_GL_RES_TYPE_TEX_RECT:
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
wined3d_gl_type_to_enum(d3d_type), *object, 0);
if (flags & WINED3DFMT_FLAG_STENCIL)
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
wined3d_gl_type_to_enum(d3d_type), *object, 0);
break;
case WINED3D_GL_RES_TYPE_TEX_3D:
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
GL_TEXTURE_3D, *object, 0, 0);
if (flags & WINED3DFMT_FLAG_STENCIL)
gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_3D, *object, 0, 0);
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
gl_info->gl_ops.gl.p_glGenTextures(1, object);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
format, type, NULL);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
if (flags & WINED3DFMT_FLAG_STENCIL)
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
break;
case WINED3D_GL_RES_TYPE_RB:
gl_info->fbo_ops.glGenRenderbuffers(1, object);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
*object);
if (flags & WINED3DFMT_FLAG_STENCIL)
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
*object);
break;
case WINED3D_GL_RES_TYPE_BUFFER:
case WINED3D_GL_RES_TYPE_COUNT:
break;
}
/* Ideally we'd skip all formats already known not to work on textures
* by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
* know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
* format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
* errors generated by invalid formats. */
while (gl_info->gl_ops.gl.p_glGetError());
}
static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
const struct wined3d_color *color)
{
const struct wined3d_gl_info *gl_info = ctx->gl_info;
static const struct wined3d_vec3 default_geometry[] =
{
{-1.0f, -1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
static const char vs_core_header[] =
"#version 150\n"
"in vec4 pos;\n"
"in vec4 color;\n"
"out vec4 out_color;\n"
"\n";
static const char vs_legacy_header[] =
"#version 120\n"
"attribute vec4 pos;\n"
"attribute vec4 color;\n"
"varying vec4 out_color;\n"
"\n";
static const char vs_body[] =
"void main()\n"
"{\n"
" gl_Position = pos;\n"
" out_color = color;\n"
"}\n";
static const char fs_core[] =
"#version 150\n"
"in vec4 out_color;\n"
"out vec4 fragment_color;\n"
"\n"
"void main()\n"
"{\n"
" fragment_color = out_color;\n"
"}\n";
static const char fs_legacy[] =
"#version 120\n"
"varying vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragData[0] = out_color;\n"
"}\n";
const char *source[2];
GLuint vs_id, fs_id;
unsigned int i;
if (!geometry)
geometry = default_geometry;
if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
|| !gl_info->supported[ARB_FRAGMENT_SHADER])
{
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
for (i = 0; i < 4; ++i)
gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("Drawing a quad");
return;
}
if (!ctx->test_vbo)
GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
GL_EXTCALL(glEnableVertexAttribArray(0));
GL_EXTCALL(glDisableVertexAttribArray(1));
if (!ctx->test_program_id)
{
ctx->test_program_id = GL_EXTCALL(glCreateProgram());
vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
source[1] = vs_body;
GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
GL_EXTCALL(glDeleteShader(vs_id));
fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
GL_EXTCALL(glDeleteShader(fs_id));
GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
GL_EXTCALL(glCompileShader(vs_id));
print_glsl_info_log(gl_info, vs_id, FALSE);
GL_EXTCALL(glCompileShader(fs_id));
print_glsl_info_log(gl_info, fs_id, FALSE);
GL_EXTCALL(glLinkProgram(ctx->test_program_id));
shader_glsl_validate_link(gl_info, ctx->test_program_id);
}
GL_EXTCALL(glUseProgram(ctx->test_program_id));
gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GL_EXTCALL(glUseProgram(0));
GL_EXTCALL(glDisableVertexAttribArray(0));
GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
checkGLcall("Drawing a quad");
}
/* Context activation is done by the caller. */
static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
{
/* Check if the default internal format is supported as a frame buffer
* target, otherwise fall back to the render target internal.
*
* Try to stick to the standard format if possible, this limits precision differences. */
static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
const struct wined3d_gl_info *gl_info = ctx->gl_info;
GLenum status, rt_internal = format->rtInternal;
GLuint object, color_rb;
enum wined3d_gl_resource_type type;
BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
{
const char *type_string = "color";
if (type == WINED3D_GL_RES_TYPE_BUFFER)
continue;
create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
format->glFormat, format->glType);
if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
if (type == WINED3D_GL_RES_TYPE_TEX_1D)
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
else
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
checkGLcall("Create and attach color rb attachment");
type_string = "depth / stencil";
}
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
debug_d3dformat(format->id), type_string, type);
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
format->rtInternal = format->glInternal;
regular_fmt_used = TRUE;
}
else
{
if (!rt_internal)
{
if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
{
WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
" and no fallback specified.\n", debug_d3dformat(format->id), type);
format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
}
else
{
TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
debug_d3dformat(format->id), type_string, type);
}
format->rtInternal = format->glInternal;
}
else
{
TRACE("Format %s is not supported as FBO %s attachment (type %u),"
" trying rtInternal format as fallback.\n",
debug_d3dformat(format->id), type_string, type);
while (gl_info->gl_ops.gl.p_glGetError());
delete_fbo_attachment(gl_info, type, object);
create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
format->glFormat, format->glType);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
debug_d3dformat(format->id), type_string, type);
fallback_fmt_used = TRUE;
}
else
{
WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
debug_d3dformat(format->id), type_string, type);
format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
}
}
}
if (status == GL_FRAMEBUFFER_COMPLETE
&& ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
|| !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
&& !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
&& format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
&& format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
&& (format->red_size || format->alpha_size))
{
DWORD readback[16 * 16 * 16], color, r_range, a_range;
BYTE r, a;
BOOL match = TRUE;
GLuint rb;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
if (type == WINED3D_GL_RES_TYPE_TEX_1D)
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
else
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("RB attachment");
}
gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
{
while (gl_info->gl_ops.gl.p_glGetError());
TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
if (type == WINED3D_GL_RES_TYPE_TEX_1D)
gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
else
gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
draw_test_quad(ctx, NULL, &black);
gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
draw_test_quad(ctx, NULL, &half_transparent_red);
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
switch (type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7];
break;
case WINED3D_GL_RES_TYPE_TEX_2D:
case WINED3D_GL_RES_TYPE_TEX_3D:
case WINED3D_GL_RES_TYPE_TEX_RECT:
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7 * 16 + 7];
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7 * 16 + 7];
break;
case WINED3D_GL_RES_TYPE_RB:
gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
color = readback[7 * 16 + 7];
break;
case WINED3D_GL_RES_TYPE_BUFFER:
case WINED3D_GL_RES_TYPE_COUNT:
color = 0;
break;
}
checkGLcall("Post-pixelshader blending check");
a = color >> 24;
r = (color & 0x00ff0000u) >> 16;
r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
match = FALSE;
else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
match = FALSE;
if (!match)
{
TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
debug_d3dformat(format->id), type);
TRACE("Color output: %#x\n", color);
format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
else
{
TRACE("Format %s supports post-pixelshader blending, type %u.\n",
debug_d3dformat(format->id), type);
TRACE("Color output: %#x\n", color);
format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
}
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
checkGLcall("RB cleanup");
}
}
if (format->glInternal != format->glGammaInternal)
{
delete_fbo_attachment(gl_info, type, object);
create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
format->glFormat, format->glType);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
else
{
WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
debug_d3dformat(format->id), type);
}
}
else if (status == GL_FRAMEBUFFER_COMPLETE)
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
}
delete_fbo_attachment(gl_info, type, object);
checkGLcall("Framebuffer format check cleaup");
}
if (fallback_fmt_used && regular_fmt_used)
{
FIXME("Format %s needs different render target formats for different resource types.\n",
debug_d3dformat(format->id));
format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
}
}
static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
GLint internal, GLenum pname, DWORD flag, const char *string)
{
GLint value;
enum wined3d_gl_resource_type type;
for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
{
gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
if (value == GL_FULL_SUPPORT)
{
TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
format->flags[type] |= flag;
}
else
{
TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
format->flags[type] &= ~flag;
}
}
}
/* Context activation is done by the caller. */
static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
{
const struct wined3d_gl_info *gl_info = ctx->gl_info;
unsigned int i, type;
GLuint fbo;
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
{
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
GLint value;
struct wined3d_format *format = &gl_info->formats[i];
BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
GLenum rt_internal = format->rtInternal;
if (!format->glInternal)
continue;
for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
{
gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
if (value == GL_FULL_SUPPORT)
{
TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
format->rtInternal = format->glInternal;
regular_fmt_used = TRUE;
gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
if (value == GL_FULL_SUPPORT)
{
TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
else
{
TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
}
else
{
if (!rt_internal)
{
if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
{
WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
" and no fallback specified, resource type %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
}
else
TRACE("Format %s is not supported as FBO color attachment,"
" resource type %u.\n", debug_d3dformat(format->id), type);
format->rtInternal = format->glInternal;
}
else
{
gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
if (value == GL_FULL_SUPPORT)
{
TRACE("Format %s rtInternal format is supported as FBO color attachment,"
" resource type %u.\n", debug_d3dformat(format->id), type);
fallback_fmt_used = TRUE;
}
else
{
WARN("Format %s rtInternal format is not supported as FBO color attachment,"
" resource type %u.\n", debug_d3dformat(format->id), type);
format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
}
}
}
if (format->glInternal != format->glGammaInternal)
{
gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
if (value == GL_FULL_SUPPORT)
{
TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
debug_d3dformat(format->id), type);
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
else
{
WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
debug_d3dformat(format->id), type);
}
}
else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
if (fallback_fmt_used && regular_fmt_used)
{
FIXME("Format %s needs different render target formats for different resource types.\n",
debug_d3dformat(format->id));
format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
| WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
}
}
return;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
}
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
if (!format->glInternal) continue;
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Skipping format %s because it's a compressed format.\n",
debug_d3dformat(format->id));
continue;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
check_fbo_compat(ctx, format);
}
else
{
format->rtInternal = format->glInternal;
}
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
}
static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
{
GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
BOOL srgb_write;
unsigned int i, j, max_log2;
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
&& (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
{
int fmt_idx = getFmtIdx(format_texture_info[i].id);
struct wined3d_format *format;
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
return FALSE;
}
if (!gl_info->supported[format_texture_info[i].extension]) continue;
format = &gl_info->formats[fmt_idx];
/* ARB_texture_rg defines floating point formats, but only if
* ARB_texture_float is also supported. */
if (!gl_info->supported[ARB_TEXTURE_FLOAT]
&& (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
continue;
format->glInternal = format_texture_info[i].gl_internal;
format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
format->rtInternal = format_texture_info[i].gl_rt_internal;
format->glFormat = format_texture_info[i].gl_format;
format->glType = format_texture_info[i].gl_type;
format->color_fixup = COLOR_FIXUP_IDENTITY;
format->height_scale.numerator = 1;
format->height_scale.denominator = 1;
format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
/* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
* problematic", but doesn't explicitly mandate that an error is generated. */
if (gl_info->supported[EXT_TEXTURE3D]
&& !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
{
query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
WINED3DFMT_FLAG_VTF, "vertex texture usage");
query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
WINED3DFMT_FLAG_FILTERING, "filtering");
if (format->glGammaInternal != format->glInternal)
{
query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
if (srgb_write)
query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
else
format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
format->glGammaInternal = format->glInternal;
else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
format->glInternal = format->glGammaInternal;
}
}
else
{
if (!gl_info->limits.vertex_samplers)
format_clear_flag(format, WINED3DFMT_FLAG_VTF);
if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
format_clear_flag(format, WINED3DFMT_FLAG_VTF);
if (format->glGammaInternal != format->glInternal)
{
/* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
if (!gl_info->supported[EXT_TEXTURE_SRGB])
{
format->glGammaInternal = format->glInternal;
format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
}
else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
{
format->glInternal = format->glGammaInternal;
}
}
if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write)
format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
if (!gl_info->supported[ARB_DEPTH_TEXTURE]
&& format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
}
}
if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
& (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
{
GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
GL_NUM_SAMPLE_COUNTS, 1, &count));
checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
count = min(count, MAX_MULTISAMPLE_TYPES);
GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
GL_SAMPLES, count, multisample_types));
checkGLcall("glGetInternalformativ(GL_SAMPLES)");
for (j = 0; j < count; ++j)
{
if (multisample_types[j] > sizeof(format->multisample_types) * 8)
continue;
format->multisample_types |= 1u << (multisample_types[j] - 1);
}
}
else
{
max_log2 = wined3d_log2i(min(gl_info->limits.samples,
sizeof(format->multisample_types) * 8));
for (j = 1; j <= max_log2; ++j)
format->multisample_types |= 1u << ((1u << j) - 1);
}
}
/* Texture conversion stuff */
format->convert = format_texture_info[i].convert;
format->conv_byte_count = format_texture_info[i].conv_byte_count;
}
return TRUE;
}
static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
return TRUE;
}
/* A context is provided by the caller */
static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
{
static const DWORD data[] = {0x00000000, 0xffffffff};
GLuint tex, fbo, buffer;
DWORD readback[16 * 1];
BOOL ret = FALSE;
/* Render a filtered texture and see what happens. This is intended to detect the lack of
* float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
* falling back to software. If this changes in the future this code will get fooled and
* apps might hit the software path due to incorrectly advertised caps.
*
* Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
* disable fallback, if Apple or ATI ever change the driver behavior they will break more
* than Wine. The Linux binary <= r500 driver is not maintained any more anyway
*/
while (gl_info->gl_ops.gl.p_glGetError());
gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
memset(readback, 0x7e, sizeof(readback));
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
gl_info->gl_ops.gl.p_glEnd();
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
memset(readback, 0x7f, sizeof(readback));
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
|| color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
{
TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
readback[6], readback[9]);
ret = FALSE;
}
else
{
TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
readback[6], readback[9]);
ret = TRUE;
}
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
if (gl_info->gl_ops.gl.p_glGetError())
{
FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
ret = FALSE;
}
return ret;
}
static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
{
struct wined3d_format *format;
unsigned int fmt_idx, i;
static const enum wined3d_format_id fmts16[] =
{
WINED3DFMT_R16_FLOAT,
WINED3DFMT_R16G16_FLOAT,
WINED3DFMT_R16G16B16A16_FLOAT,
};
BOOL filtered;
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
/* This was already handled by init_format_texture_info(). */
return;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
|| !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
filtered = TRUE;
}
else if (gl_info->limits.glsl_varyings > 44)
{
TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
filtered = TRUE;
}
else
{
TRACE("Assuming no float16 blending\n");
filtered = FALSE;
}
if(filtered)
{
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
fmt_idx = getFmtIdx(fmts16[i]);
format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
}
}
return;
}
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
fmt_idx = getFmtIdx(fmts16[i]);
format = &gl_info->formats[fmt_idx];
if (!format->glInternal) continue; /* Not supported by GL */
filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
if(filtered)
{
TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
}
else
{
TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
}
}
}
static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
{
unsigned int i;
int idx;
idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
/* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
* any driver. */
if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
{
/* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
* conversion for this format. */
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else
{
/* Emulate using unsigned formats. This requires load-time conversion in addition to the
* fixups here. */
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
}
if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
idx = getFmtIdx(WINED3DFMT_ATI1N);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
idx = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
{
idx = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->formats[idx].color_fixup= create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[APPLE_YCBCR_422])
{
idx = getFmtIdx(WINED3DFMT_YUY2);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
idx = getFmtIdx(WINED3DFMT_UYVY);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
}
idx = getFmtIdx(WINED3DFMT_YV12);
format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
gl_info->formats[idx].height_scale.numerator = 3;
gl_info->formats[idx].height_scale.denominator = 2;
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
idx = getFmtIdx(WINED3DFMT_NV12);
format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
gl_info->formats[idx].height_scale.numerator = 3;
gl_info->formats[idx].height_scale.denominator = 2;
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
idx = getFmtIdx(WINED3DFMT_INTZ);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
idx = getFmtIdx(WINED3DFMT_P8_UINT);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
}
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
{
idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
gl_info->formats[idx].gl_vtx_format = GL_BGRA;
}
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
* It is the job of the vertex buffer code to make sure that the vbos have the right format */
idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
}
if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
{
idx = getFmtIdx(WINED3DFMT_R16G16B16A16_UNORM);
format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* ATI instancing hack: Although ATI cards do not support Shader Model
* 3.0, they support instancing. To query if the card supports instancing
* CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
* is used. Should an application check for this, provide a proper return
* value. We can do instancing with all shader versions, but we need
* vertex shaders.
*
* Additionally applications have to set the D3DRS_POINTSIZE render state
* to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
* doesn't need that and just ignores it.
*
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
/* FIXME: This should just check the shader backend caps. */
if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
{
idx = getFmtIdx(WINED3DFMT_INST);
format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* Depth bound test. To query if the card supports it CheckDeviceFormat()
* with the special format MAKEFOURCC('N','V','D','B') is used. It is
* enabled by setting D3DRS_ADAPTIVETESS_X render state to
* MAKEFOURCC('N','V','D','B') and then controlled by setting
* D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
* value. */
if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
{
idx = getFmtIdx(WINED3DFMT_NVDB);
format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
* support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
* RENDERTARGET usage. */
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
{
idx = getFmtIdx(WINED3DFMT_RESZ);
format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
}
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
continue;
if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
|| !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
}
/* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
* for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
*
* Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
* block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
idx = getFmtIdx(WINED3DFMT_DXT1);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_DXT2);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_DXT3);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_DXT4);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_DXT5);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_BC1_UNORM);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_BC2_UNORM);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_BC3_UNORM);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
/* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
idx = getFmtIdx(WINED3DFMT_ATI1N);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
idx = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
}
static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
{
unsigned int i;
for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
{
struct wined3d_format *format;
int fmt_idx = getFmtIdx(format_vertex_info[i].id);
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
return FALSE;
}
format = &gl_info->formats[fmt_idx];
format->emit_idx = format_vertex_info[i].emit_idx;
format->component_count = format_vertex_info[i].component_count;
format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
format->gl_normalized = format_vertex_info[i].gl_normalized;
format->component_size = format_vertex_info[i].component_size;
}
return TRUE;
}
BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
{
if (!init_format_base_info(gl_info)) return FALSE;
if (!init_format_block_info(gl_info))
{
HeapFree(GetProcessHeap(), 0, gl_info->formats);
gl_info->formats = NULL;
return FALSE;
}
return TRUE;
}
/* Context activation is done by the caller. */
BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
{
struct wined3d_gl_info *gl_info = &adapter->gl_info;
if (!init_format_base_info(gl_info)) return FALSE;
if (!init_format_block_info(gl_info)) goto fail;
if (!init_format_texture_info(adapter, gl_info)) goto fail;
if (!init_format_vertex_info(gl_info)) goto fail;
apply_format_fixups(adapter, gl_info);
init_format_fbo_compat_info(ctx);
init_format_filter_info(gl_info, adapter->driver_info.vendor);
return TRUE;
fail:
HeapFree(GetProcessHeap(), 0, gl_info->formats);
gl_info->formats = NULL;
return FALSE;
}
float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
{
const struct wined3d_gl_info *gl_info = ctx->gl_info;
static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
GLuint fbo, color, depth;
unsigned int low = 0, high = 32, cur;
DWORD readback[256];
static const struct wined3d_vec3 geometry[] =
{
{-1.0f, -1.0f, -1.0f},
{ 1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, -1.0f},
{ 1.0f, 1.0f, 0.0f},
};
/* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
* Nvidia. Use this as a fallback if the detection fails. */
unsigned int fallback = 23;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
{
FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
return (float)(1u << fallback);
}
gl_info->gl_ops.gl.p_glGenTextures(1, &color);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
checkGLcall("Setup framebuffer");
gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
gl_info->gl_ops.gl.p_glClearDepth(0.5f);
gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
checkGLcall("Misc parameters");
for (;;)
{
if (high - low <= 1)
{
ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
cur = fallback;
break;
}
cur = (low + high) / 2;
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
* 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
draw_test_quad(ctx, geometry, &blue);
checkGLcall("Test draw");
/* Rebinding texture to workaround a fglrx bug. */
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
checkGLcall("readback");
TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
low, high, cur, readback[0], readback[125], readback[131], readback[255]);
if ((readback[125] & 0xff) < 0xa0)
high = cur;
else if ((readback[131] & 0xff) > 0xa0)
low = cur;
else
{
TRACE("Found scale factor 2^%u for format %x\n", cur, format);
break;
}
}
gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGLcall("Delete framebuffer");
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
return (float)(1u << cur);
}
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
enum wined3d_format_id format_id)
{
int idx = getFmtIdx(format_id);
if (idx == -1)
{
FIXME("Can't find format %s (%#x) in the format lookup table\n",
debug_d3dformat(format_id), format_id);
/* Get the caller a valid pointer */
idx = getFmtIdx(WINED3DFMT_UNKNOWN);
}
return &gl_info->formats[idx];
}
UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width)
{
/* For block based formats, pitch means the amount of bytes to the next
* row of blocks rather than the next row of pixels. */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
return format->block_byte_count * ((width + format->block_width - 1) / format->block_width);
return format->byte_count * width;
}
UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
UINT width, UINT height, UINT depth)
{
UINT pitch = wined3d_format_calculate_pitch(format, width);
UINT size;
if (format->id == WINED3DFMT_UNKNOWN)
{
size = 0;
}
else if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
{
UINT row_count = (height + format->block_height - 1) / format->block_height;
size = row_count * ((pitch + alignment - 1) & ~(alignment - 1));
}
else
{
size = height * ((pitch + alignment - 1) & ~(alignment - 1));
}
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
/* The D3D format requirements make sure that the resulting format is an integer again */
size *= format->height_scale.numerator;
size /= format->height_scale.denominator;
}
size *= depth;
return size;
}
/*****************************************************************************
* Trace formatting of useful values
*/
const char *debug_d3dformat(enum wined3d_format_id format_id)
{
switch (format_id)
{
#define FMT_TO_STR(format_id) case format_id: return #format_id
FMT_TO_STR(WINED3DFMT_UNKNOWN);
FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
FMT_TO_STR(WINED3DFMT_P8_UINT);
FMT_TO_STR(WINED3DFMT_L8_UNORM);
FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
FMT_TO_STR(WINED3DFMT_UYVY);
FMT_TO_STR(WINED3DFMT_YUY2);
FMT_TO_STR(WINED3DFMT_YV12);
FMT_TO_STR(WINED3DFMT_NV12);
FMT_TO_STR(WINED3DFMT_DXT1);
FMT_TO_STR(WINED3DFMT_DXT2);
FMT_TO_STR(WINED3DFMT_DXT3);
FMT_TO_STR(WINED3DFMT_DXT4);
FMT_TO_STR(WINED3DFMT_DXT5);
FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
FMT_TO_STR(WINED3DFMT_D32_UNORM);
FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
FMT_TO_STR(WINED3DFMT_L16_UNORM);
FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
FMT_TO_STR(WINED3DFMT_VERTEXDATA);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
FMT_TO_STR(WINED3DFMT_ATI1N);
FMT_TO_STR(WINED3DFMT_ATI2N);
FMT_TO_STR(WINED3DFMT_NVDB);
FMT_TO_STR(WINED3DFMT_NVHU);
FMT_TO_STR(WINED3DFMT_NVHS);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32G32_UINT);
FMT_TO_STR(WINED3DFMT_R32G32_SINT);
FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
FMT_TO_STR(WINED3DFMT_R16G16_UINT);
FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
FMT_TO_STR(WINED3DFMT_R16G16_SINT);
FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
FMT_TO_STR(WINED3DFMT_D32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32_UINT);
FMT_TO_STR(WINED3DFMT_R32_SINT);
FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8_UINT);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
FMT_TO_STR(WINED3DFMT_R8G8_SINT);
FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
FMT_TO_STR(WINED3DFMT_R16_FLOAT);
FMT_TO_STR(WINED3DFMT_D16_UNORM);
FMT_TO_STR(WINED3DFMT_R16_UNORM);
FMT_TO_STR(WINED3DFMT_R16_UINT);
FMT_TO_STR(WINED3DFMT_R16_SNORM);
FMT_TO_STR(WINED3DFMT_R16_SINT);
FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
FMT_TO_STR(WINED3DFMT_R8_UNORM);
FMT_TO_STR(WINED3DFMT_R8_UINT);
FMT_TO_STR(WINED3DFMT_R8_SNORM);
FMT_TO_STR(WINED3DFMT_R8_SINT);
FMT_TO_STR(WINED3DFMT_A8_UNORM);
FMT_TO_STR(WINED3DFMT_R1_UNORM);
FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC1_UNORM);
FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC2_UNORM);
FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC3_UNORM);
FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC4_UNORM);
FMT_TO_STR(WINED3DFMT_BC4_SNORM);
FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC5_UNORM);
FMT_TO_STR(WINED3DFMT_BC5_SNORM);
FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
FMT_TO_STR(WINED3DFMT_INTZ);
FMT_TO_STR(WINED3DFMT_RESZ);
FMT_TO_STR(WINED3DFMT_NULL);
FMT_TO_STR(WINED3DFMT_R16);
FMT_TO_STR(WINED3DFMT_AL16);
#undef FMT_TO_STR
default:
{
char fourcc[5];
fourcc[0] = (char)(format_id);
fourcc[1] = (char)(format_id >> 8);
fourcc[2] = (char)(format_id >> 16);
fourcc[3] = (char)(format_id >> 24);
fourcc[4] = 0;
if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
else
FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
}
return "unrecognized";
}
}
const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
{
switch (device_type)
{
#define DEVTYPE_TO_STR(dev) case dev: return #dev
DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
#undef DEVTYPE_TO_STR
default:
FIXME("Unrecognized device type %#x.\n", device_type);
return "unrecognized";
}
}
const char *debug_d3dusage(DWORD usage)
{
char buf[333];
buf[0] = '\0';
#define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
#undef WINED3DUSAGE_TO_STR
if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
}
const char *debug_d3dusagequery(DWORD usagequery)
{
char buf[238];
buf[0] = '\0';
#define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
#undef WINED3DUSAGEQUERY_TO_STR
if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
}
const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
{
switch (method)
{
#define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
#undef WINED3DDECLMETHOD_TO_STR
default:
FIXME("Unrecognized declaration method %#x.\n", method);
return "unrecognized";
}
}
const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
{
switch (usage)
{
#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
#undef WINED3DDECLUSAGE_TO_STR
default:
FIXME("Unrecognized %u declaration usage!\n", usage);
return "unrecognized";
}
}
const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
{
switch (classification)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized input classification %#x.\n", classification);
return "unrecognized";
}
}
const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
{
switch (resource_type)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(WINED3D_RTYPE_SURFACE);
WINED3D_TO_STR(WINED3D_RTYPE_VOLUME);
WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized resource type %#x.\n", resource_type);
return "unrecognized";
}
}
const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
{
switch (primitive_type)
{
#define PRIM_TO_STR(prim) case prim: return #prim
PRIM_TO_STR(WINED3D_PT_UNDEFINED);
PRIM_TO_STR(WINED3D_PT_POINTLIST);
PRIM_TO_STR(WINED3D_PT_LINELIST);
PRIM_TO_STR(WINED3D_PT_LINESTRIP);
PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
#undef PRIM_TO_STR
default:
FIXME("Unrecognized %u primitive type!\n", primitive_type);
return "unrecognized";
}
}
const char *debug_d3drenderstate(enum wined3d_render_state state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ROP2);
D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u render state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u sampler state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
{
switch (filter_type)
{
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
#undef D3DTEXTUREFILTERTYPE_TO_STR
default:
FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
return "unrecognized";
}
}
const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u texture state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
{
switch (d3dtop)
{
#define D3DTOP_TO_STR(u) case u: return #u
D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
D3DTOP_TO_STR(WINED3D_TOP_ADD);
D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
D3DTOP_TO_STR(WINED3D_TOP_LERP);
#undef D3DTOP_TO_STR
default:
FIXME("Unrecognized texture op %#x.\n", d3dtop);
return "unrecognized";
}
}
const char *debug_d3dtstype(enum wined3d_transform_state tstype)
{
switch (tstype)
{
#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
TSTYPE_TO_STR(WINED3D_TS_VIEW);
TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512)
{
FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
return ("WINED3D_TS_WORLD_MATRIX > 0");
}
FIXME("Unrecognized transform state %#x.\n", tstype);
return "unrecognized";
}
}
static const char *debug_shader_type(enum wined3d_shader_type type)
{
switch(type)
{
#define WINED3D_TO_STR(type) case type: return #type
WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized shader type %#x.\n", type);
return "unrecognized";
}
}
const char *debug_d3dstate(DWORD state)
{
if (STATE_IS_RENDER(state))
return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
if (STATE_IS_TEXTURESTAGE(state))
{
DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
texture_stage, debug_d3dtexturestate(texture_state));
}
if (STATE_IS_SAMPLER(state))
return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
if (STATE_IS_SHADER(state))
return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
if (STATE_IS_CONSTANT_BUFFER(state))
return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
if (STATE_IS_SHADER_RESOURCE_BINDING(state))
return "STATE_SHADER_RESOURCE_BINDING";
if (STATE_IS_TRANSFORM(state))
return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
if (STATE_IS_STREAMSRC(state))
return "STATE_STREAMSRC";
if (STATE_IS_INDEXBUFFER(state))
return "STATE_INDEXBUFFER";
if (STATE_IS_VDECL(state))
return "STATE_VDECL";
if (STATE_IS_VIEWPORT(state))
return "STATE_VIEWPORT";
if (STATE_IS_LIGHT_TYPE(state))
return "STATE_LIGHT_TYPE";
if (STATE_IS_ACTIVELIGHT(state))
return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
if (STATE_IS_SCISSORRECT(state))
return "STATE_SCISSORRECT";
if (STATE_IS_CLIPPLANE(state))
return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
if (STATE_IS_MATERIAL(state))
return "STATE_MATERIAL";
if (STATE_IS_FRONTFACE(state))
return "STATE_FRONTFACE";
if (STATE_IS_POINTSPRITECOORDORIGIN(state))
return "STATE_POINTSPRITECOORDORIGIN";
if (STATE_IS_BASEVERTEXINDEX(state))
return "STATE_BASEVERTEXINDEX";
if (STATE_IS_FRAMEBUFFER(state))
return "STATE_FRAMEBUFFER";
if (STATE_IS_POINT_ENABLE(state))
return "STATE_POINT_ENABLE";
if (STATE_IS_COLOR_KEY(state))
return "STATE_COLOR_KEY";
return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
}
const char *debug_d3dpool(enum wined3d_pool pool)
{
switch (pool)
{
#define POOL_TO_STR(p) case p: return #p
POOL_TO_STR(WINED3D_POOL_DEFAULT);
POOL_TO_STR(WINED3D_POOL_MANAGED);
POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
POOL_TO_STR(WINED3D_POOL_SCRATCH);
#undef POOL_TO_STR
default:
FIXME("Unrecognized pool %#x.\n", pool);
return "unrecognized";
}
}
const char *debug_fbostatus(GLenum status) {
switch(status) {
#define FBOSTATUS_TO_STR(u) case u: return #u
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
#undef FBOSTATUS_TO_STR
default:
FIXME("Unrecognied FBO status 0x%08x\n", status);
return "unrecognized";
}
}
const char *debug_glerror(GLenum error) {
switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
GLERROR_TO_STR(GL_NO_ERROR);
GLERROR_TO_STR(GL_INVALID_ENUM);
GLERROR_TO_STR(GL_INVALID_VALUE);
GLERROR_TO_STR(GL_INVALID_OPERATION);
GLERROR_TO_STR(GL_STACK_OVERFLOW);
GLERROR_TO_STR(GL_STACK_UNDERFLOW);
GLERROR_TO_STR(GL_OUT_OF_MEMORY);
GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
#undef GLERROR_TO_STR
default:
FIXME("Unrecognied GL error 0x%08x\n", error);
return "unrecognized";
}
}
static const char *debug_fixup_channel_source(enum fixup_channel_source source)
{
switch(source)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
WINED3D_TO_STR(CHANNEL_SOURCE_X);
WINED3D_TO_STR(CHANNEL_SOURCE_Y);
WINED3D_TO_STR(CHANNEL_SOURCE_Z);
WINED3D_TO_STR(CHANNEL_SOURCE_W);
WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized fixup_channel_source %#x\n", source);
return "unrecognized";
}
}
static const char *debug_complex_fixup(enum complex_fixup fixup)
{
switch(fixup)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
WINED3D_TO_STR(COMPLEX_FIXUP_P8);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized complex fixup %#x\n", fixup);
return "unrecognized";
}
}
void dump_color_fixup_desc(struct color_fixup_desc fixup)
{
if (is_complex_fixup(fixup))
{
TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
return;
}
TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
}
BOOL is_invalid_op(const struct wined3d_state *state, int stage,
enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
{
if (op == WINED3D_TOP_DISABLE)
return FALSE;
if (state->textures[stage])
return FALSE;
if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3D_TOP_SELECT_ARG2)
return TRUE;
if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3D_TOP_SELECT_ARG1)
return TRUE;
if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
return TRUE;
return FALSE;
}
void get_identity_matrix(struct wined3d_matrix *mat)
{
static const struct wined3d_matrix identity =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
*mat = identity;
}
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
unsigned int index, struct wined3d_matrix *mat)
{
if (context->last_was_rhw)
get_identity_matrix(mat);
else
multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
}
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat)
{
float center_offset;
/* There are a couple of additional things we have to take into account
* here besides the projection transformation itself:
* - We need to flip along the y-axis in case of offscreen rendering.
* - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
* - D3D coordinates refer to pixel centers while GL coordinates refer
* to pixel corners.
* - D3D has a top-left filling convention. We need to maintain this
* even after the y-flip mentioned above.
* In order to handle the last two points, we translate by
* (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
* translating slightly less than half a pixel. We want the difference to
* be large enough that it doesn't get lost due to rounding inside the
* driver, but small enough to prevent it from interfering with any
* anti-aliasing. */
if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
center_offset = 63.0f / 64.0f;
else
center_offset = -1.0f / 64.0f;
if (context->last_was_rhw)
{
/* Transform D3D RHW coordinates to OpenGL clip coordinates. */
float x = state->viewport.x;
float y = state->viewport.y;
float w = state->viewport.width;
float h = state->viewport.height;
float x_scale = 2.0f / w;
float x_offset = (center_offset - (2.0f * x) - w) / w;
float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
float y_offset = context->render_offscreen
? (center_offset - (2.0f * y) - h) / h
: (center_offset - (2.0f * y) - h) / -h;
enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
float z_scale = zenable ? 2.0f : 0.0f;
float z_offset = zenable ? -1.0f : 0.0f;
const struct wined3d_matrix projection =
{
x_scale, 0.0f, 0.0f, 0.0f,
0.0f, y_scale, 0.0f, 0.0f,
0.0f, 0.0f, z_scale, 0.0f,
x_offset, y_offset, z_offset, 1.0f,
};
*mat = projection;
}
else
{
float y_scale = context->render_offscreen ? -1.0f : 1.0f;
float x_offset = center_offset / state->viewport.width;
float y_offset = context->render_offscreen
? center_offset / state->viewport.height
: -center_offset / state->viewport.height;
const struct wined3d_matrix projection =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, y_scale, 0.0f, 0.0f,
0.0f, 0.0f, 2.0f, 0.0f,
x_offset, y_offset, -1.0f, 1.0f,
};
multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
}
}
/* Setup this textures matrix according to the texture flags. */
static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
{
struct wined3d_matrix mat;
if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
{
get_identity_matrix(out_matrix);
return;
}
if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
{
ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
return;
}
mat = *matrix;
if (flags & WINED3D_TTFF_PROJECTED)
{
if (!ffp_proj_control)
{
switch (flags & ~WINED3D_TTFF_PROJECTED)
{
case WINED3D_TTFF_COUNT2:
mat._14 = mat._12;
mat._24 = mat._22;
mat._34 = mat._32;
mat._44 = mat._42;
mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
break;
case WINED3D_TTFF_COUNT3:
mat._14 = mat._13;
mat._24 = mat._23;
mat._34 = mat._33;
mat._44 = mat._43;
mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
break;
}
}
}
else
{
/* Under Direct3D the R/Z coord can be used for translation, under
* OpenGL we use the Q coord instead. */
if (!calculated_coords)
{
switch (format_id)
{
/* Direct3D passes the default 1.0 in the 2nd coord, while GL
* passes it in the 4th. Swap 2nd and 4th coord. No need to
* store the value of mat._41 in mat._21 because the input
* value to the transformation will be 0, so the matrix value
* is irrelevant. */
case WINED3DFMT_R32_FLOAT:
mat._41 = mat._21;
mat._42 = mat._22;
mat._43 = mat._23;
mat._44 = mat._24;
break;
/* See above, just 3rd and 4th coord. */
case WINED3DFMT_R32G32_FLOAT:
mat._41 = mat._31;
mat._42 = mat._32;
mat._43 = mat._33;
mat._44 = mat._34;
break;
case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
/* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
* into a bad place. The division elimination below will apply to make sure the
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
*/
case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
break;
default:
FIXME("Unexpected fixed function texture coord input\n");
}
}
if (!ffp_proj_control)
{
switch (flags & ~WINED3D_TTFF_PROJECTED)
{
/* case WINED3D_TTFF_COUNT1: Won't ever get here. */
case WINED3D_TTFF_COUNT2:
mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
/* OpenGL divides the first 3 vertex coord by the 4th by default,
* which is essentially the same as D3DTTFF_PROJECTED. Make sure that
* the 4th coord evaluates to 1.0 to eliminate that.
*
* If the fixed function pipeline is used, the 4th value remains unused,
* so there is no danger in doing this. With vertex shaders we have a
* problem. Should an app hit that problem, the code here would have to
* check for pixel shaders, and the shader has to undo the default gl divide.
*
* A more serious problem occurs if the app passes 4 coordinates in, and the
* 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
* or a replacement shader. */
default:
mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
}
}
}
*out_matrix = mat;
}
void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
unsigned int tex, struct wined3d_matrix *mat)
{
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
!= WINED3DTSS_TCI_PASSTHRU;
unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
MAX_TEXTURES - 1);
compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
generated, context->last_was_rhw,
context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
: WINED3DFMT_UNKNOWN,
device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
{
if (generated)
FIXME("Non-power-of-two texture being used with generated texture coords.\n");
/* NP2 texcoord fixup is implemented for pixelshaders so only enable the
* fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
if (!use_ps(state))
{
TRACE("Non-power-of-two texture matrix multiply fixup.\n");
multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
}
}
}
void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
float *out_min, float *out_max)
{
union
{
DWORD d;
float f;
} min, max;
min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
if (min.f > max.f)
min.f = max.f;
*out_min = min.f;
*out_max = max.f;
}
void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
float *out_pointsize, float *out_att)
{
/* POINTSCALEENABLE controls how point size value is treated. If set to
* true, the point size is scaled with respect to height of viewport.
* When set to false point size is in pixels. */
union
{
DWORD d;
float f;
} pointsize, a, b, c;
out_att[0] = 1.0f;
out_att[1] = 0.0f;
out_att[2] = 0.0f;
pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
{
float scale_factor = state->viewport.height * state->viewport.height;
out_att[0] = a.f / scale_factor;
out_att[1] = b.f / scale_factor;
out_att[2] = c.f / scale_factor;
}
*out_pointsize = pointsize.f;
}
void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
float *start, float *end)
{
union
{
DWORD d;
float f;
} tmpvalue;
switch (context->fog_source)
{
case FOGSOURCE_VS:
*start = 1.0f;
*end = 0.0f;
break;
case FOGSOURCE_COORD:
*start = 255.0f;
*end = 0.0f;
break;
case FOGSOURCE_FFP:
tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
*start = tmpvalue.f;
tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
*end = tmpvalue.f;
/* Special handling for fog_start == fog_end. In d3d with vertex
* fog, everything is fogged. With table fog, everything with
* fog_coord < fog_start is unfogged, and fog_coord > fog_start
* is fogged. Windows drivers disagree when fog_coord == fog_start. */
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
{
*start = -INFINITY;
*end = 0.0f;
}
break;
default:
/* This should not happen, context->fog_source is set in wined3d, not the app. */
ERR("Unexpected fog coordinate source.\n");
*start = 0.0f;
*end = 0.0f;
}
}
/* Note: It's the caller's responsibility to ensure values can be expressed
* in the requested format. UNORM formats for example can only express values
* in the range 0.0f -> 1.0f. */
DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
{
static const struct
{
enum wined3d_format_id format_id;
float r_mul;
float g_mul;
float b_mul;
float a_mul;
BYTE r_shift;
BYTE g_shift;
BYTE b_shift;
BYTE a_shift;
}
conv[] =
{
{WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
{WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
{WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
{WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
{WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
{WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
{WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
{WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
{WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
{WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
{WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
{WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
{WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
{WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
{WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
{WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
};
const struct wined3d_format *format = surface->resource.format;
unsigned int i;
TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
{
DWORD ret;
if (format->id != conv[i].format_id) continue;
ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
TRACE("Returning 0x%08x.\n", ret);
return ret;
}
FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
return 0;
}
static float color_to_float(DWORD color, DWORD size, DWORD offset)
{
DWORD mask = (1u << size) - 1;
if (!size)
return 1.0f;
color >>= offset;
color &= mask;
return (float)color / (float)mask;
}
BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
{
switch (format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_R8_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R10G10B10A2_SNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
float_color->r = color_to_float(color, format->red_size, format->red_offset);
float_color->g = color_to_float(color, format->green_size, format->green_offset);
float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
return TRUE;
case WINED3DFMT_P8_UINT:
if (palette)
{
float_color->r = palette->colors[color].rgbRed / 255.0f;
float_color->g = palette->colors[color].rgbGreen / 255.0f;
float_color->b = palette->colors[color].rgbBlue / 255.0f;
}
else
{
float_color->r = 0.0f;
float_color->g = 0.0f;
float_color->b = 0.0f;
}
float_color->a = color / 255.0f;
return TRUE;
default:
ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
return FALSE;
}
}
void wined3d_format_get_float_color_key(const struct wined3d_format *format,
const struct wined3d_color_key *key, struct wined3d_color *float_colors)
{
struct wined3d_color slop;
switch (format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_R8_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R10G10B10A2_SNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
slop.r = 0.5f / ((1 << format->red_size) - 1);
slop.g = 0.5f / ((1 << format->green_size) - 1);
slop.b = 0.5f / ((1 << format->blue_size) - 1);
slop.a = 0.5f / ((1 << format->alpha_size) - 1);
float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
- slop.r;
float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
- slop.g;
float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
- slop.b;
float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
- slop.a;
float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
+ slop.r;
float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
+ slop.g;
float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
+ slop.b;
float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
+ slop.a;
break;
case WINED3DFMT_P8_UINT:
float_colors[0].r = 0.0f;
float_colors[0].g = 0.0f;
float_colors[0].b = 0.0f;
float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
float_colors[1].r = 0.0f;
float_colors[1].g = 0.0f;
float_colors[1].b = 0.0f;
float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
break;
default:
ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
}
}
/* DirectDraw stuff */
enum wined3d_format_id pixelformat_for_depth(DWORD depth)
{
switch (depth)
{
case 8: return WINED3DFMT_P8_UINT;
case 15: return WINED3DFMT_B5G5R5X1_UNORM;
case 16: return WINED3DFMT_B5G6R5_UNORM;
case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
default: return WINED3DFMT_UNKNOWN;
}
}
void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
{
struct wined3d_matrix tmp;
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
*dst = tmp;
}
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
DWORD size = 0;
int i;
int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
default: ERR("Unexpected position mask\n");
}
for (i = 0; i < numTextures; i++) {
size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
}
return size;
}
unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
{
/* On core profile we have to also count diffuse and specular colors and the
* fog coordinate. */
return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
}
void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
struct ffp_frag_settings *settings, BOOL ignore_textype)
{
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
static const unsigned char args[WINED3D_TOP_LERP + 1] =
{
/* undefined */ 0,
/* D3DTOP_DISABLE */ 0,
/* D3DTOP_SELECTARG1 */ ARG1,
/* D3DTOP_SELECTARG2 */ ARG2,
/* D3DTOP_MODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATE2X */ ARG1 | ARG2,
/* D3DTOP_MODULATE4X */ ARG1 | ARG2,
/* D3DTOP_ADD */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
/* D3DTOP_SUBTRACT */ ARG1 | ARG2,
/* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
/* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
/* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
/* D3DTOP_PREMODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
/* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
/* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
/* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
};
unsigned int i;
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
settings->padding = 0;
for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
{
const struct wined3d_texture *texture;
settings->op[i].padding = 0;
if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
{
settings->op[i].cop = WINED3D_TOP_DISABLE;
settings->op[i].aop = WINED3D_TOP_DISABLE;
settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].dst = resultreg;
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
settings->op[i].projected = proj_none;
i++;
break;
}
if ((texture = state->textures[i]))
{
settings->op[i].color_fixup = texture->resource.format->color_fixup;
if (ignore_textype)
{
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
}
else
{
switch (texture->target)
{
case GL_TEXTURE_1D:
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
break;
case GL_TEXTURE_2D:
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
break;
case GL_TEXTURE_3D:
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
break;
case GL_TEXTURE_RECTANGLE_ARB:
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
break;
}
}
} else {
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
}
cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
{
carg0 = ARG_UNUSED;
carg2 = ARG_UNUSED;
carg1 = WINED3DTA_CURRENT;
cop = WINED3D_TOP_SELECT_ARG1;
}
if (cop == WINED3D_TOP_DOTPRODUCT3)
{
/* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
* the color result to the alpha component of the destination
*/
aop = cop;
aarg1 = carg1;
aarg2 = carg2;
aarg0 = carg0;
}
else
{
aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
}
if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
{
GLenum texture_dimensions;
texture = state->textures[0];
texture_dimensions = texture->target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
{
if (aop == WINED3D_TOP_DISABLE)
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3D_TOP_SELECT_ARG1;
}
else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
{
if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
{
aarg2 = WINED3DTA_TEXTURE;
aop = WINED3D_TOP_MODULATE;
}
else aarg1 = WINED3DTA_TEXTURE;
}
else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
{
if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3D_TOP_MODULATE;
}
else aarg2 = WINED3DTA_TEXTURE;
}
}
}
}
if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
{
aarg0 = ARG_UNUSED;
aarg2 = ARG_UNUSED;
aarg1 = WINED3DTA_CURRENT;
aop = WINED3D_TOP_SELECT_ARG1;
}
if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
|| aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
{
ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
settings->op[i].projected = proj_count3;
else if (ttff & WINED3D_TTFF_PROJECTED)
settings->op[i].projected = proj_count4;
else
settings->op[i].projected = proj_none;
}
else
{
settings->op[i].projected = proj_none;
}
settings->op[i].cop = cop;
settings->op[i].aop = aop;
settings->op[i].carg0 = carg0;
settings->op[i].carg1 = carg1;
settings->op[i].carg2 = carg2;
settings->op[i].aarg0 = aarg0;
settings->op[i].aarg1 = aarg1;
settings->op[i].aarg2 = aarg2;
if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
settings->op[i].dst = tempreg;
else
settings->op[i].dst = resultreg;
}
/* Clear unsupported stages */
for(; i < MAX_TEXTURES; i++) {
memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
}
if (!state->render_states[WINED3D_RS_FOGENABLE])
{
settings->fog = WINED3D_FFP_PS_FOG_OFF;
}
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (use_vs(state) || state->vertex_declaration->position_transformed)
{
settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
}
else
{
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
case WINED3D_FOG_NONE:
case WINED3D_FOG_LINEAR:
settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
break;
case WINED3D_FOG_EXP:
settings->fog = WINED3D_FFP_PS_FOG_EXP;
break;
case WINED3D_FOG_EXP2:
settings->fog = WINED3D_FFP_PS_FOG_EXP2;
break;
}
}
}
else
{
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3D_FOG_LINEAR:
settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
break;
case WINED3D_FOG_EXP:
settings->fog = WINED3D_FFP_PS_FOG_EXP;
break;
case WINED3D_FOG_EXP2:
settings->fog = WINED3D_FFP_PS_FOG_EXP2;
break;
}
}
if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB]
&& state->render_states[WINED3D_RS_SRGBWRITEENABLE]
&& rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
{
settings->sRGB_write = 1;
} else {
settings->sRGB_write = 0;
}
if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
|| !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
{
/* No need to emulate clipplanes if GL supports native vertex shader clipping or if
* the fixed function vertex pipeline is used(which always supports clipplanes), or
* if no clipplane is enabled
*/
settings->emul_clipplanes = 0;
} else {
settings->emul_clipplanes = 1;
}
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
&& state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
&& settings->op[0].cop != WINED3D_TOP_DISABLE)
settings->color_key_enabled = 1;
else
settings->color_key_enabled = 0;
/* texcoords_initialized is set to meaningful values only when GL doesn't
* support enough varyings to always pass around all the possible texture
* coordinates.
* This is used to avoid reading a varying not written by the vertex shader.
* Reading uninitialized varyings on core profile contexts results in an
* error while with builtin varyings on legacy contexts you get undefined
* behavior. */
if (d3d_info->limits.varying_count
&& d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
{
settings->texcoords_initialized = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (use_vs(state))
{
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
settings->texcoords_initialized |= 1u << i;
}
else
{
const struct wined3d_stream_info *si = &context->stream_info;
unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
& WINED3D_FFP_TCI_MASK
|| (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
settings->texcoords_initialized |= 1u << i;
}
}
}
else
{
settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
}
settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
&& state->gl_primitive_type == GL_POINTS;
if (d3d_info->emulated_flatshading)
settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
else
settings->flatshading = FALSE;
}
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings)
{
struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
}
void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
{
/* Note that the key is the implementation independent part of the ffp_frag_desc structure,
* whereas desc points to an extended structure with implementation specific parts. */
if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
{
ERR("Failed to insert ffp frag shader.\n");
}
}
/* Activates the texture dimension according to the bound D3D texture. Does
* not care for the colorop or correct gl texture unit (when using nvrc).
* Requires the caller to activate the correct unit. */
/* Context activation is done by the caller (state handler). */
void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
switch (texture->target)
{
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
}
else
{
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
}
}
/* Context activation is done by the caller (state handler). */
void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
DWORD sampler = state_id - STATE_SAMPLER(0);
DWORD mapped_stage = context->tex_unit_map[sampler];
/* No need to enable / disable anything here for unused samplers. The
* tex_colorop handler takes care. Also no action is needed with pixel
* shaders, or if tex_colorop will take care of this business. */
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
return;
if (sampler >= context->lowest_disabled_stage)
return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
return;
texture_activate_dimensions(state->textures[sampler], context->gl_info);
}
void *wined3d_rb_alloc(size_t size)
{
return HeapAlloc(GetProcessHeap(), 0, size);
}
void *wined3d_rb_realloc(void *ptr, size_t size)
{
return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
}
void wined3d_rb_free(void *ptr)
{
HeapFree(GetProcessHeap(), 0, ptr);
}
static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct ffp_frag_settings *ka = key;
const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
return memcmp(ka, kb, sizeof(*ka));
}
const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
ffp_frag_program_key_compare,
};
void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
{
const struct wined3d_stream_info *si = &context->stream_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
unsigned int coord_idx, i;
if (si->position_transformed)
{
memset(settings, 0, sizeof(*settings));
settings->transformed = 1;
settings->point_size = state->gl_primitive_type == GL_POINTS;
settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
if (!state->render_states[WINED3D_RS_FOGENABLE])
settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
else
settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
for (i = 0; i < MAX_TEXTURES; ++i)
{
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
settings->texcoords |= 1u << i;
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
settings->texcoords = (1u << MAX_TEXTURES) - 1;
if (d3d_info->emulated_flatshading)
settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
else
settings->flatshading = FALSE;
return;
}
switch (state->render_states[WINED3D_RS_VERTEXBLEND])
{
case WINED3D_VBF_DISABLE:
case WINED3D_VBF_1WEIGHTS:
case WINED3D_VBF_2WEIGHTS:
case WINED3D_VBF_3WEIGHTS:
settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
break;
default:
FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
break;
}
settings->transformed = 0;
settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
settings->point_size = state->gl_primitive_type == GL_POINTS;
settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
{
settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
}
else
{
settings->diffuse_source = WINED3D_MCS_MATERIAL;
settings->emissive_source = WINED3D_MCS_MATERIAL;
settings->ambient_source = WINED3D_MCS_MATERIAL;
settings->specular_source = WINED3D_MCS_MATERIAL;
}
settings->texcoords = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
{
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
settings->texcoords |= 1u << i;
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
settings->texcoords = (1u << MAX_TEXTURES) - 1;
settings->light_type = 0;
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
if (state->lights[i])
settings->light_type |= (state->lights[i]->OriginalParms.type
& WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
}
settings->ortho_fog = 0;
if (!state->render_states[WINED3D_RS_FOGENABLE])
settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
{
settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
&& state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
&& state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
&& state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
settings->ortho_fog = 1;
}
else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
else
settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
if (d3d_info->emulated_flatshading)
settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
else
settings->flatshading = FALSE;
settings->padding = 0;
}
static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_ffp_vs_settings *ka = key;
const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
const struct wined3d_ffp_vs_desc, entry)->settings;
return memcmp(ka, kb, sizeof(*ka));
}
const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
wined3d_ffp_vertex_program_key_compare,
};
const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
{
static const struct blit_shader * const blitters[] =
{
&arbfp_blit,
&ffp_blit,
&cpu_blit,
};
unsigned int i;
for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
{
if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
src_rect, src_usage, src_pool, src_format,
dst_rect, dst_usage, dst_pool, dst_format))
return blitters[i];
}
return NULL;
}
void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
{
const struct wined3d_viewport *vp = &state->viewport;
SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
IntersectRect(rect, rect, &state->scissor_rect);
}
const char *wined3d_debug_location(DWORD location)
{
char buf[294];
buf[0] = '\0';
#define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
LOCATION_TO_STR(WINED3D_LOCATION_DIB);
LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
#undef LOCATION_TO_STR
if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
}
/* Print a floating point value with the %.8e format specifier, always using
* '.' as decimal separator. */
void wined3d_ftoa(float value, char *s)
{
int idx = 1;
if (copysignf(1.0f, value) < 0.0f)
++idx;
/* Be sure to allocate a buffer of at least 17 characters for the result
as sprintf may return a 3 digit exponent when using the MSVC runtime
instead of a 2 digit exponent. */
sprintf(s, "%.8e", value);
if (isfinite(value))
s[idx] = '.';
}
void wined3d_release_dc(HWND window, HDC dc)
{
/* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
* However, that's not what actually happens, and there are user32 tests
* that confirm ReleaseDC() with the wrong window is supposed to succeed.
* So explicitly check that the DC belongs to the window, since we want to
* avoid releasing a DC that belongs to some other window if the original
* window was already destroyed. */
if (WindowFromDC(dc) != window)
WARN("DC %p does not belong to window %p.\n", dc, window);
else if (!ReleaseDC(window, dc))
ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
}
BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
{
RECT orig = *clipped;
float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
IntersectRect(clipped, clipped, clip_rect);
if (IsRectEmpty(clipped))
{
SetRectEmpty(other);
return FALSE;
}
other->left += (LONG)((clipped->left - orig.left) / scale_x);
other->top += (LONG)((clipped->top - orig.top) / scale_y);
other->right -= (LONG)((orig.right - clipped->right) / scale_x);
other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
return TRUE;
}