Sweden-Number/dlls/wined3d/utils.c

3219 lines
142 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 "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
struct StaticPixelFormatDesc
{
enum wined3d_format_id id;
DWORD alphaMask, redMask, greenMask, blueMask;
UINT bpp;
short depthSize, stencilSize;
};
/*****************************************************************************
* Pixel format array
*
* For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
* and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
* high masks do not fit into the 32 bit values needed for ddraw. It is only
* used for ddraw mostly, and to figure out if the format has alpha at all, so
* setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
* formats are not usable in 2D rendering because ddraw doesn't support them.
*/
static const struct StaticPixelFormatDesc formats[] =
{
/* format id alphamask redmask greenmask bluemask bpp depth stencil */
{WINED3DFMT_UNKNOWN, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
/* FourCC formats */
{WINED3DFMT_UYVY, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_YUY2, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_YV12, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_DXT1, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_DXT2, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_DXT3, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_DXT4, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_DXT5, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_MULTI2_ARGB8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
{WINED3DFMT_G8R8_G8B8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
{WINED3DFMT_R8G8_B8G8, 0x0, 0x0, 0x0, 0x0, 1/*?*/, 0, 0},
/* IEEE formats */
{WINED3DFMT_R32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R32G32_FLOAT, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
{WINED3DFMT_R32G32B32_FLOAT, 0x0, 0x0, 0x0, 0x0, 12, 0, 0},
{WINED3DFMT_R32G32B32A32_FLOAT, 0x1, 0x0, 0x0, 0x0, 16, 0, 0},
/* Hmm? */
{WINED3DFMT_R8G8_SNORM_Cx, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
/* Float */
{WINED3DFMT_R16_FLOAT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_R16G16_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R16G16_SINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R16G16B16A16_FLOAT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
{WINED3DFMT_R16G16B16A16_SINT, 0x1, 0x0, 0x0, 0x0, 8, 0, 0},
/* Palettized formats */
{WINED3DFMT_P8_UINT_A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_P8_UINT, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
/* Standard ARGB formats. */
{WINED3DFMT_B8G8R8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 3, 0, 0},
{WINED3DFMT_B8G8R8A8_UNORM, 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
{WINED3DFMT_B8G8R8X8_UNORM, 0x0, 0x00ff0000, 0x0000ff00, 0x000000ff, 4, 0, 0},
{WINED3DFMT_B5G6R5_UNORM, 0x0, 0x0000f800, 0x000007e0, 0x0000001f, 2, 0, 0},
{WINED3DFMT_B5G5R5X1_UNORM, 0x0, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
{WINED3DFMT_B5G5R5A1_UNORM, 0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2, 0, 0},
{WINED3DFMT_B4G4R4A4_UNORM, 0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
{WINED3DFMT_B2G3R3_UNORM, 0x0, 0x000000e0, 0x0000001c, 0x00000003, 1, 0, 0},
{WINED3DFMT_A8_UNORM, 0x000000ff, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_B2G3R3A8_UNORM, 0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2, 0, 0},
{WINED3DFMT_B4G4R4X4_UNORM, 0x0, 0x00000f00, 0x000000f0, 0x0000000f, 2, 0, 0},
{WINED3DFMT_R10G10B10A2_UNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
{WINED3DFMT_R10G10B10A2_UINT, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
{WINED3DFMT_R10G10B10A2_SNORM, 0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_UNORM, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_UINT, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
{WINED3DFMT_R8G8B8X8_UNORM, 0x0, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
{WINED3DFMT_R16G16_UNORM, 0x0, 0x0000ffff, 0xffff0000, 0x0, 4, 0, 0},
{WINED3DFMT_B10G10R10A2_UNORM, 0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4, 0, 0},
{WINED3DFMT_R16G16B16A16_UNORM, 0x1, 0x0000ffff, 0xffff0000, 0x0, 8, 0, 0},
/* Luminance */
{WINED3DFMT_L8_UNORM, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_L8A8_UNORM, 0x0000ff00, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_L4A4_UNORM, 0x000000f0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_L16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
/* Bump mapping stuff */
{WINED3DFMT_R8G8_SNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R8G8B8A8_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R16G16_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R10G11B11_SNORM, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 0xb0000000, 0x0, 0x0, 0x0, 4, 0, 0},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
{WINED3DFMT_D32_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
{WINED3DFMT_S1_UINT_D15_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 15, 1},
{WINED3DFMT_D24_UNORM_S8_UINT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
{WINED3DFMT_X8D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 0},
{WINED3DFMT_S4X4_UINT_D24_UNORM, 0x0, 0x0, 0x0, 0x0, 4, 24, 4},
{WINED3DFMT_D16_UNORM, 0x0, 0x0, 0x0, 0x0, 2, 16, 0},
{WINED3DFMT_D32_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 32, 0},
{WINED3DFMT_S8_UINT_D24_FLOAT, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
{WINED3DFMT_VERTEXDATA, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
{WINED3DFMT_R16_UINT, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_R32_UINT, 0x0, 0x0, 0x0, 0x0, 4, 0, 0},
{WINED3DFMT_R16G16B16A16_SNORM, 0x0, 0x0, 0x0, 0x0, 8, 0, 0},
/* Vendor-specific formats */
{WINED3DFMT_ATI2N, 0x0, 0x0, 0x0, 0x0, 1, 0, 0},
{WINED3DFMT_NVDB, 0x0, 0x0, 0x0, 0x0, 0, 0, 0},
{WINED3DFMT_INTZ, 0x0, 0x0, 0x0, 0x0, 4, 24, 8},
{WINED3DFMT_NVHU, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_NVHS, 0x0, 0x0, 0x0, 0x0, 2, 0, 0},
{WINED3DFMT_NULL, 0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4, 0, 0},
};
struct wined3d_format_base_flags
{
enum wined3d_format_id id;
DWORD flags;
};
/* The ATI2N format behaves like an uncompressed format in LockRect(), but
* still needs to use the correct block based calculation for e.g. the
* resource size. */
static const struct wined3d_format_base_flags format_base_flags[] =
{
{WINED3DFMT_UYVY, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_YUY2, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_YV12, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_DXT1, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_DXT2, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_DXT3, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_DXT4, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_DXT5, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_MULTI2_ARGB8, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_G8R8_G8B8, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_R8G8_B8G8, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_INTZ, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_NULL, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_P8_UINT, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_FLAG_GETDC},
{WINED3DFMT_ATI2N, WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH},
{WINED3DFMT_NVDB, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_NVHU, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_NVHS, WINED3DFMT_FLAG_FOURCC},
{WINED3DFMT_R32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R32G32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R16G16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
{WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
};
struct wined3d_format_compression_info
{
enum wined3d_format_id id;
UINT block_width;
UINT block_height;
UINT block_byte_count;
};
static const struct wined3d_format_compression_info format_compression_info[] =
{
{WINED3DFMT_DXT1, 4, 4, 8},
{WINED3DFMT_DXT2, 4, 4, 16},
{WINED3DFMT_DXT3, 4, 4, 16},
{WINED3DFMT_DXT4, 4, 4, 16},
{WINED3DFMT_DXT5, 4, 4, 16},
{WINED3DFMT_ATI2N, 4, 4, 16},
};
struct wined3d_format_vertex_info
{
enum wined3d_format_id id;
enum wined3d_ffp_emit_idx emit_idx;
GLint component_count;
GLenum gl_vtx_type;
GLint gl_vtx_format;
GLboolean gl_normalized;
unsigned int component_size;
};
static const struct wined3d_format_vertex_info format_vertex_info[] =
{
{WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
{WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
{WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
{WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
{WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
{WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
{WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
{WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
{WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
{WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
{WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
{WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
};
struct wined3d_format_texture_info
{
enum wined3d_format_id id;
GLint gl_internal;
GLint gl_srgb_internal;
GLint gl_rt_internal;
GLint gl_format;
GLint gl_type;
unsigned int conv_byte_count;
unsigned int flags;
GL_SupportedExt extension;
void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
};
static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
* format+type combination to load it. Thus convert it to A8L8, then load it
* with A4L4 internal, but A8L8 format+type
*/
unsigned int x, y;
const unsigned char *Source;
unsigned char *Dest;
UINT outpitch = pitch * 2;
for(y = 0; y < height; y++) {
Source = src + y * pitch;
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
unsigned char color = (*Source++);
/* A */ Dest[1] = (color & 0xf0) << 0;
/* L */ Dest[0] = (color & 0x0f) << 4;
Dest += 2;
}
}
}
static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const WORD *Source;
for(y = 0; y < height; y++)
{
unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
Source = (const WORD *)(src + y * pitch);
for (x = 0; x < width; x++ )
{
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
short v = ((color >> 5) & 0x3e);
short u = ((color ) & 0x1f);
short v_conv = v + 16;
short u_conv = u + 16;
*Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
Dest_s += 1;
}
}
}
static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const WORD *Source;
unsigned char *Dest;
UINT outpitch = (pitch * 3)/2;
/* This makes the gl surface bigger(24 bit instead of 16), but it works with
* fixed function and shaders without further conversion once the surface is
* loaded
*/
for(y = 0; y < height; y++) {
Source = (const WORD *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
char v = ((color >> 5) & 0x3e);
char u = ((color ) & 0x1f);
/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
* and doubles the positive range. Thus shift left only once, gl does the 2nd
* shift. GL reads a signed value and converts it into an unsigned value.
*/
/* M */ Dest[2] = l << 1;
/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
* from 5 bit values to 8 bit values.
*/
/* V */ Dest[1] = v << 3;
/* U */ Dest[0] = u << 3;
Dest += 3;
}
}
}
static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const short *Source;
unsigned char *Dest;
UINT outpitch = (pitch * 3)/2;
for(y = 0; y < height; y++)
{
Source = (const short *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = 0xff;
/* G */ Dest[1] = (color >> 8) + 128; /* V */
/* R */ Dest[2] = (color) + 128; /* U */
Dest += 3;
}
}
}
static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const DWORD *Source;
unsigned char *Dest;
/* Doesn't work correctly with the fixed function pipeline, but can work in
* shaders if the shader is adjusted. (There's no use for this format in gl's
* standard fixed function pipeline anyway).
*/
for(y = 0; y < height; y++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 4;
}
}
}
static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const DWORD *Source;
unsigned char *Dest;
/* This implementation works with the fixed function pipeline and shaders
* without further modification after converting the surface.
*/
for(y = 0; y < height; y++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
/* U */ Dest[0] = (color & 0xff); /* U */
/* I */ Dest[3] = 255; /* X */
Dest += 4;
}
}
}
static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const DWORD *Source;
unsigned char *Dest;
for(y = 0; y < height; y++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
/* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
Dest += 4;
}
}
}
static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const DWORD *Source;
unsigned short *Dest;
UINT outpitch = (pitch * 3)/2;
for(y = 0; y < height; y++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = (unsigned short *) (dst + y * outpitch);
for (x = 0; x < width; x++ )
{
DWORD color = (*Source++);
/* B */ Dest[0] = 0xffff;
/* G */ Dest[1] = (color >> 16) + 32768; /* V */
/* R */ Dest[2] = (color ) + 32768; /* U */
Dest += 3;
}
}
}
static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const WORD *Source;
WORD *Dest;
UINT outpitch = (pitch * 3)/2;
for(y = 0; y < height; y++)
{
Source = (const WORD *)(src + y * pitch);
Dest = (WORD *) (dst + y * outpitch);
for (x = 0; x < width; x++ )
{
WORD green = (*Source++);
WORD red = (*Source++);
Dest[0] = green;
Dest[1] = red;
/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
* shader overwrites it anyway
*/
Dest[2] = 0xffff;
Dest += 3;
}
}
}
static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const float *Source;
float *Dest;
UINT outpitch = (pitch * 3)/2;
for(y = 0; y < height; y++)
{
Source = (const float *)(src + y * pitch);
Dest = (float *) (dst + y * outpitch);
for (x = 0; x < width; x++ )
{
float green = (*Source++);
float red = (*Source++);
Dest[0] = green;
Dest[1] = red;
Dest[2] = 1.0f;
Dest += 3;
}
}
}
static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
UINT outpitch = pitch * 2;
for (y = 0; y < height; ++y)
{
const WORD *source = (const WORD *)(src + y * pitch);
DWORD *dest = (DWORD *)(dst + y * outpitch);
for (x = 0; x < width; ++x)
{
/* The depth data is normalized, so needs to be scaled,
* the stencil data isn't. Scale depth data by
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
WORD d15 = source[x] >> 1;
DWORD d24 = (d15 << 9) + (d15 >> 6);
dest[x] = (d24 << 8) | (source[x] & 0x1);
}
}
}
static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
for (y = 0; y < height; ++y)
{
const DWORD *source = (const DWORD *)(src + y * pitch);
DWORD *dest = (DWORD *)(dst + y * pitch);
for (x = 0; x < width; ++x)
{
/* Just need to clear out the X4 part. */
dest[x] = source[x] & ~0xf0;
}
}
}
static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
UINT outpitch = pitch * 2;
for (y = 0; y < height; ++y)
{
const DWORD *source = (const DWORD *)(src + y * pitch);
float *dest_f = (float *)(dst + y * outpitch);
DWORD *dest_s = (DWORD *)(dst + y * outpitch);
for (x = 0; x < width; ++x)
{
dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
dest_s[x * 2 + 1] = source[x] & 0xff;
}
}
}
static const struct wined3d_format_texture_info format_texture_info[] =
{
/* format id internal srgbInternal rtInternal
format type
flags
extension */
/* FourCC formats */
/* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
* is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
* d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
* Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
* endian machine
*/
{WINED3DFMT_UYVY, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_APPLE, 0,
WINED3DFMT_FLAG_FILTERING,
APPLE_YCBCR_422, NULL},
{WINED3DFMT_YUY2, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
GL_YCBCR_422_APPLE, UNSIGNED_SHORT_8_8_REV_APPLE, 0,
WINED3DFMT_FLAG_FILTERING,
APPLE_YCBCR_422, NULL},
{WINED3DFMT_YV12, GL_ALPHA, GL_ALPHA, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
EXT_TEXTURE_COMPRESSION_S3TC, NULL},
/* IEEE formats */
{WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
GL_RED, GL_FLOAT, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT, NULL},
{WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
GL_RED, GL_FLOAT, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
GL_RGB, GL_FLOAT, 12,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT, &convert_r32g32_float},
{WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
GL_RG, GL_FLOAT, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
GL_RGBA, GL_FLOAT, 0,
WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
ARB_TEXTURE_FLOAT, NULL},
/* Float */
{WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RED, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT, NULL},
{WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
GL_RED, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RGB, GL_HALF_FLOAT_ARB, 6,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT, &convert_r16g16},
{WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
GL_RG, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG, NULL},
{WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
GL_RGBA, GL_HALF_FLOAT_ARB, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT, NULL},
/* Palettized formats */
{WINED3DFMT_P8_UINT, GL_RGBA, GL_RGBA, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
0,
ARB_FRAGMENT_PROGRAM, NULL},
{WINED3DFMT_P8_UINT, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
GL_COLOR_INDEX, GL_UNSIGNED_BYTE, 0,
0,
EXT_PALETTED_TEXTURE, NULL},
/* Standard ARGB formats */
{WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGR, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5_A1, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_RGBA8, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
GL_RGB, GL_UNSIGNED_SHORT, 6,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, &convert_r16g16},
{WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
GL_RGBA, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
WINED3D_GL_EXT_NONE, NULL},
/* Luminance */
{WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
0,
WINED3D_GL_EXT_NONE, &convert_l4a4_unorm},
/* Bump mapping stuff */
{WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
GL_BGR, GL_UNSIGNED_BYTE, 3,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, &convert_r8g8_snorm},
{WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
GL_DSDT_NV, GL_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, &convert_r5g5_snorm_l6_unorm},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
GL_DSDT_MAG_NV, GL_BYTE, 3,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, &convert_r5g5_snorm_l6_unorm_nv},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, &convert_r8g8_snorm_l8x8_unorm},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, &convert_r8g8_snorm_l8x8_unorm_nv},
{WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
GL_BGRA, GL_UNSIGNED_BYTE, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, &convert_r8g8b8a8_snorm},
{WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
GL_RGBA, GL_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
GL_BGR, GL_UNSIGNED_SHORT, 6,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
WINED3D_GL_EXT_NONE, &convert_r16g16_snorm},
{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
GL_HILO_NV, GL_SHORT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, &convert_s1_uint_d15_unorm},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, &convert_s1_uint_d15_unorm},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, &convert_s4x4_uint_d24_unorm},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, &convert_s4x4_uint_d24_unorm},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, NULL},
{WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, &convert_s8_uint_d24_float},
/* Vendor-specific formats */
{WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
ATI_TEXTURE_COMPRESSION_3DC, NULL},
{WINED3DFMT_ATI2N, GL_COMPRESSED_RED_GREEN_RGTC2, GL_COMPRESSED_RED_GREEN_RGTC2, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
ARB_TEXTURE_COMPRESSION_RGTC, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL,
ARB_FRAMEBUFFER_OBJECT, NULL},
{WINED3DFMT_NULL, GL_RGBA8, GL_RGBA8, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_RENDERTARGET,
ARB_FRAMEBUFFER_OBJECT, NULL},
};
static inline int getFmtIdx(enum wined3d_format_id format_id)
{
/* First check if the format is at the position of its value.
* This will catch the argb formats before the loop is entered. */
if (format_id < (sizeof(formats) / sizeof(*formats))
&& formats[format_id].id == format_id)
{
return format_id;
}
else
{
unsigned int i;
for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
{
if (formats[i].id == format_id) return i;
}
}
return -1;
}
static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
{
UINT format_count = sizeof(formats) / sizeof(*formats);
UINT i;
gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
if (!gl_info->formats)
{
ERR("Failed to allocate memory.\n");
return FALSE;
}
for (i = 0; i < format_count; ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
format->id = formats[i].id;
format->red_mask = formats[i].redMask;
format->green_mask = formats[i].greenMask;
format->blue_mask = formats[i].blueMask;
format->alpha_mask = formats[i].alphaMask;
format->byte_count = formats[i].bpp;
format->depth_size = formats[i].depthSize;
format->stencil_size = formats[i].stencilSize;
}
for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
{
int fmt_idx = getFmtIdx(format_base_flags[i].id);
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
HeapFree(GetProcessHeap(), 0, gl_info->formats);
return FALSE;
}
gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
}
return TRUE;
}
static BOOL init_format_compression_info(struct wined3d_gl_info *gl_info)
{
unsigned int i;
for (i = 0; i < (sizeof(format_compression_info) / sizeof(*format_compression_info)); ++i)
{
struct wined3d_format *format;
int fmt_idx = getFmtIdx(format_compression_info[i].id);
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_compression_info[i].id), format_compression_info[i].id);
return FALSE;
}
format = &gl_info->formats[fmt_idx];
format->block_width = format_compression_info[i].block_width;
format->block_height = format_compression_info[i].block_height;
format->block_byte_count = format_compression_info[i].block_byte_count;
format->flags |= WINED3DFMT_FLAG_COMPRESSED;
}
return TRUE;
}
/* Context activation is done by the caller. */
static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
{
/* Check if the default internal format is supported as a frame buffer
* target, otherwise fall back to the render target internal.
*
* Try to stick to the standard format if possible, this limits precision differences. */
GLenum status;
GLuint tex;
ENTER_GL();
while(glGetError());
glDisable(GL_BLEND);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
format->rtInternal = format->glInternal;
}
else
{
if (!format->rtInternal)
{
if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
{
FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
" and no fallback specified.\n", debug_d3dformat(format->id));
format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
}
else
{
TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
}
format->rtInternal = format->glInternal;
}
else
{
TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
debug_d3dformat(format->id));
while(glGetError());
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
debug_d3dformat(format->id));
}
else
{
FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
debug_d3dformat(format->id));
format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
}
}
}
if (status == GL_FRAMEBUFFER_COMPLETE && format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
{
GLuint rb;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
checkGLcall("RB attachment");
}
glEnable(GL_BLEND);
glClear(GL_COLOR_BUFFER_BIT);
if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
{
while(glGetError());
TRACE("Format doesn't support post-pixelshader blending.\n");
format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
checkGLcall("RB cleanup");
}
}
if (format->glInternal != format->glGammaInternal)
{
glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGLcall("Framebuffer format check");
if (status == GL_FRAMEBUFFER_COMPLETE)
{
TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
}
else
{
WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
}
}
glDeleteTextures(1, &tex);
LEAVE_GL();
}
/* Context activation is done by the caller. */
static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
{
unsigned int i;
GLuint fbo;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
ENTER_GL();
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
LEAVE_GL();
}
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
struct wined3d_format *format = &gl_info->formats[i];
if (!format->glInternal) continue;
if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
TRACE("Skipping format %s because it's a depth/stencil format.\n",
debug_d3dformat(format->id));
continue;
}
if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Skipping format %s because it's a compressed format.\n",
debug_d3dformat(format->id));
continue;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
check_fbo_compat(gl_info, format);
}
else
{
format->rtInternal = format->glInternal;
}
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
ENTER_GL();
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
LEAVE_GL();
}
}
static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
{
unsigned int i;
for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
{
int fmt_idx = getFmtIdx(format_texture_info[i].id);
struct wined3d_format *format;
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
return FALSE;
}
if (!gl_info->supported[format_texture_info[i].extension]) continue;
format = &gl_info->formats[fmt_idx];
/* ARB_texture_rg defines floating point formats, but only if
* ARB_texture_float is also supported. */
if (!gl_info->supported[ARB_TEXTURE_FLOAT]
&& (format->flags & WINED3DFMT_FLAG_FLOAT))
continue;
format->glInternal = format_texture_info[i].gl_internal;
format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
format->rtInternal = format_texture_info[i].gl_rt_internal;
format->glFormat = format_texture_info[i].gl_format;
format->glType = format_texture_info[i].gl_type;
format->color_fixup = COLOR_FIXUP_IDENTITY;
format->flags |= format_texture_info[i].flags;
format->heightscale = 1.0f;
/* Texture conversion stuff */
format->convert = format_texture_info[i].convert;
format->conv_byte_count = format_texture_info[i].conv_byte_count;
}
return TRUE;
}
static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
return TRUE;
}
/* A context is provided by the caller */
static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
{
static const DWORD data[] = {0x00000000, 0xffffffff};
GLuint tex, fbo, buffer;
DWORD readback[16 * 1];
BOOL ret = FALSE;
/* Render a filtered texture and see what happens. This is intended to detect the lack of
* float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
* falling back to software. If this changes in the future this code will get fooled and
* apps might hit the software path due to incorrectly advertised caps.
*
* Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
* disable fallback, if Apple or ATI ever change the driver behavior they will break more
* than Wine. The Linux binary <= r500 driver is not maintained any more anyway
*/
ENTER_GL();
while(glGetError());
glGenTextures(1, &buffer);
glBindTexture(GL_TEXTURE_2D, buffer);
memset(readback, 0x7e, sizeof(readback));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glEnable(GL_TEXTURE_2D);
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glViewport(0, 0, 16, 1);
glDisable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glClearColor(0, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, buffer);
memset(readback, 0x7f, sizeof(readback));
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
{
TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
readback[6], readback[9]);
ret = FALSE;
}
else
{
TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
readback[6], readback[9]);
ret = TRUE;
}
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
glDeleteTextures(1, &buffer);
if(glGetError())
{
FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
ret = FALSE;
}
LEAVE_GL();
return ret;
}
static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
{
struct wined3d_format *format;
unsigned int fmt_idx, i;
static const enum wined3d_format_id fmts16[] =
{
WINED3DFMT_R16_FLOAT,
WINED3DFMT_R16G16_FLOAT,
WINED3DFMT_R16G16B16A16_FLOAT,
};
BOOL filtered;
if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
{
WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
filtered = TRUE;
}
else if (gl_info->limits.glsl_varyings > 44)
{
TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
filtered = TRUE;
}
else
{
TRACE("Assuming no float16 blending\n");
filtered = FALSE;
}
if(filtered)
{
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
fmt_idx = getFmtIdx(fmts16[i]);
gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
}
}
return;
}
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
fmt_idx = getFmtIdx(fmts16[i]);
format = &gl_info->formats[fmt_idx];
if (!format->glInternal) continue; /* Not supported by GL */
filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
if(filtered)
{
TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
format->flags |= WINED3DFMT_FLAG_FILTERING;
}
else
{
TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
}
}
}
static void apply_format_fixups(struct wined3d_gl_info *gl_info)
{
int idx;
idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
* their extensions are not available. GL_ATI_envmap_bumpmap is not used because
* the only driver that implements it(fglrx) has a buggy implementation.
*
* V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
* conversion for this format.
*/
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else
{
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
/* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
* with each other
*/
idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
}
else
{
/* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
* are converted at surface loading time, but they do not need any modification in
* the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
* WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
*/
}
if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
idx = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
{
idx = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->formats[idx].color_fixup= create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[APPLE_YCBCR_422])
{
idx = getFmtIdx(WINED3DFMT_YUY2);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
idx = getFmtIdx(WINED3DFMT_UYVY);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
}
idx = getFmtIdx(WINED3DFMT_YV12);
gl_info->formats[idx].heightscale = 1.5f;
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
idx = getFmtIdx(WINED3DFMT_P8_UINT);
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
}
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
{
idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
gl_info->formats[idx].gl_vtx_format = GL_BGRA;
}
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
* It is the job of the vertex buffer code to make sure that the vbos have the right format */
idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
}
}
static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
{
unsigned int i;
for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
{
struct wined3d_format *format;
int fmt_idx = getFmtIdx(format_vertex_info[i].id);
if (fmt_idx == -1)
{
ERR("Format %s (%#x) not found.\n",
debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
return FALSE;
}
format = &gl_info->formats[fmt_idx];
format->emit_idx = format_vertex_info[i].emit_idx;
format->component_count = format_vertex_info[i].component_count;
format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
format->gl_normalized = format_vertex_info[i].gl_normalized;
format->component_size = format_vertex_info[i].component_size;
}
return TRUE;
}
BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
{
if (!init_format_base_info(gl_info)) return FALSE;
if (!init_format_compression_info(gl_info))
{
HeapFree(GetProcessHeap(), 0, gl_info->formats);
gl_info->formats = NULL;
return FALSE;
}
return TRUE;
}
/* Context activation is done by the caller. */
BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
{
if (!init_format_base_info(gl_info)) return FALSE;
if (!init_format_compression_info(gl_info)) goto fail;
if (!init_format_texture_info(gl_info)) goto fail;
if (!init_format_vertex_info(gl_info)) goto fail;
apply_format_fixups(gl_info);
init_format_fbo_compat_info(gl_info);
init_format_filter_info(gl_info, vendor);
return TRUE;
fail:
HeapFree(GetProcessHeap(), 0, gl_info->formats);
gl_info->formats = NULL;
return FALSE;
}
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
enum wined3d_format_id format_id)
{
int idx = getFmtIdx(format_id);
if (idx == -1)
{
FIXME("Can't find format %s (%#x) in the format lookup table\n",
debug_d3dformat(format_id), format_id);
/* Get the caller a valid pointer */
idx = getFmtIdx(WINED3DFMT_UNKNOWN);
}
return &gl_info->formats[idx];
}
UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height)
{
UINT size;
if (format->id == WINED3DFMT_UNKNOWN)
{
size = 0;
}
else if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
{
UINT row_block_count = (width + format->block_width - 1) / format->block_width;
UINT row_count = (height + format->block_height - 1) / format->block_height;
size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
}
else
{
size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
}
if (format->heightscale != 0.0f) size *= format->heightscale;
return size;
}
/*****************************************************************************
* Trace formatting of useful values
*/
const char *debug_d3dformat(enum wined3d_format_id format_id)
{
switch (format_id)
{
#define FMT_TO_STR(format_id) case format_id: return #format_id
FMT_TO_STR(WINED3DFMT_UNKNOWN);
FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
FMT_TO_STR(WINED3DFMT_P8_UINT);
FMT_TO_STR(WINED3DFMT_L8_UNORM);
FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
FMT_TO_STR(WINED3DFMT_UYVY);
FMT_TO_STR(WINED3DFMT_YUY2);
FMT_TO_STR(WINED3DFMT_YV12);
FMT_TO_STR(WINED3DFMT_DXT1);
FMT_TO_STR(WINED3DFMT_DXT2);
FMT_TO_STR(WINED3DFMT_DXT3);
FMT_TO_STR(WINED3DFMT_DXT4);
FMT_TO_STR(WINED3DFMT_DXT5);
FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
FMT_TO_STR(WINED3DFMT_D32_UNORM);
FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
FMT_TO_STR(WINED3DFMT_L16_UNORM);
FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
FMT_TO_STR(WINED3DFMT_VERTEXDATA);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
FMT_TO_STR(WINED3DFMT_ATI2N);
FMT_TO_STR(WINED3DFMT_NVDB);
FMT_TO_STR(WINED3DFMT_NVHU);
FMT_TO_STR(WINED3DFMT_NVHS);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32G32_UINT);
FMT_TO_STR(WINED3DFMT_R32G32_SINT);
FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
FMT_TO_STR(WINED3DFMT_R16G16_UINT);
FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
FMT_TO_STR(WINED3DFMT_R16G16_SINT);
FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
FMT_TO_STR(WINED3DFMT_D32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32_FLOAT);
FMT_TO_STR(WINED3DFMT_R32_UINT);
FMT_TO_STR(WINED3DFMT_R32_SINT);
FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
FMT_TO_STR(WINED3DFMT_R8G8_UINT);
FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
FMT_TO_STR(WINED3DFMT_R8G8_SINT);
FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
FMT_TO_STR(WINED3DFMT_R16_FLOAT);
FMT_TO_STR(WINED3DFMT_D16_UNORM);
FMT_TO_STR(WINED3DFMT_R16_UNORM);
FMT_TO_STR(WINED3DFMT_R16_UINT);
FMT_TO_STR(WINED3DFMT_R16_SNORM);
FMT_TO_STR(WINED3DFMT_R16_SINT);
FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
FMT_TO_STR(WINED3DFMT_R8_UNORM);
FMT_TO_STR(WINED3DFMT_R8_UINT);
FMT_TO_STR(WINED3DFMT_R8_SNORM);
FMT_TO_STR(WINED3DFMT_R8_SINT);
FMT_TO_STR(WINED3DFMT_A8_UNORM);
FMT_TO_STR(WINED3DFMT_R1_UNORM);
FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC1_UNORM);
FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC2_UNORM);
FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC3_UNORM);
FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC4_UNORM);
FMT_TO_STR(WINED3DFMT_BC4_SNORM);
FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
FMT_TO_STR(WINED3DFMT_BC5_UNORM);
FMT_TO_STR(WINED3DFMT_BC5_SNORM);
FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
FMT_TO_STR(WINED3DFMT_INTZ);
FMT_TO_STR(WINED3DFMT_NULL);
#undef FMT_TO_STR
default:
{
char fourcc[5];
fourcc[0] = (char)(format_id);
fourcc[1] = (char)(format_id >> 8);
fourcc[2] = (char)(format_id >> 16);
fourcc[3] = (char)(format_id >> 24);
fourcc[4] = 0;
if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
else
FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
}
return "unrecognized";
}
}
const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype)
{
switch (devtype)
{
#define DEVTYPE_TO_STR(dev) case dev: return #dev
DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
#undef DEVTYPE_TO_STR
default:
FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
return "unrecognized";
}
}
const char *debug_d3dusage(DWORD usage)
{
char buf[333];
buf[0] = '\0';
#define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
#undef WINED3DUSAGE_TO_STR
if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
}
const char *debug_d3dusagequery(DWORD usagequery)
{
char buf[238];
buf[0] = '\0';
#define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
#undef WINED3DUSAGEQUERY_TO_STR
if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
}
const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
switch (method) {
#define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
#undef WINED3DDECLMETHOD_TO_STR
default:
FIXME("Unrecognized %u declaration method!\n", method);
return "unrecognized";
}
}
const char* debug_d3ddeclusage(BYTE usage) {
switch (usage) {
#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
#undef WINED3DDECLUSAGE_TO_STR
default:
FIXME("Unrecognized %u declaration usage!\n", usage);
return "unrecognized";
}
}
const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res)
{
switch (res)
{
#define RES_TO_STR(res) case res: return #res
RES_TO_STR(WINED3DRTYPE_SURFACE);
RES_TO_STR(WINED3DRTYPE_VOLUME);
RES_TO_STR(WINED3DRTYPE_TEXTURE);
RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
RES_TO_STR(WINED3DRTYPE_BUFFER);
#undef RES_TO_STR
default:
FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
return "unrecognized";
}
}
const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType)
{
switch (PrimitiveType)
{
#define PRIM_TO_STR(prim) case prim: return #prim
PRIM_TO_STR(WINED3DPT_UNDEFINED);
PRIM_TO_STR(WINED3DPT_POINTLIST);
PRIM_TO_STR(WINED3DPT_LINELIST);
PRIM_TO_STR(WINED3DPT_LINESTRIP);
PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
PRIM_TO_STR(WINED3DPT_LINELIST_ADJ);
PRIM_TO_STR(WINED3DPT_LINESTRIP_ADJ);
PRIM_TO_STR(WINED3DPT_TRIANGLELIST_ADJ);
PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP_ADJ);
#undef PRIM_TO_STR
default:
FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
return "unrecognized";
}
}
const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS);
D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE);
D3DSTATE_TO_STR(WINED3DRS_WRAPU);
D3DSTATE_TO_STR(WINED3DRS_WRAPV);
D3DSTATE_TO_STR(WINED3DRS_ZENABLE);
D3DSTATE_TO_STR(WINED3DRS_FILLMODE);
D3DSTATE_TO_STR(WINED3DRS_SHADEMODE);
D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN);
D3DSTATE_TO_STR(WINED3DRS_MONOENABLE);
D3DSTATE_TO_STR(WINED3DRS_ROP2);
D3DSTATE_TO_STR(WINED3DRS_PLANEMASK);
D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE);
D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL);
D3DSTATE_TO_STR(WINED3DRS_SRCBLEND);
D3DSTATE_TO_STR(WINED3DRS_DESTBLEND);
D3DSTATE_TO_STR(WINED3DRS_CULLMODE);
D3DSTATE_TO_STR(WINED3DRS_ZFUNC);
D3DSTATE_TO_STR(WINED3DRS_ALPHAREF);
D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC);
D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE);
D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_FOGENABLE);
D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE);
D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE);
D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL);
D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX);
D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA);
D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR);
D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE);
D3DSTATE_TO_STR(WINED3DRS_FOGSTART);
D3DSTATE_TO_STR(WINED3DRS_FOGEND);
D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY);
D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE);
D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS);
D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE);
D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3DRS_ZBIAS);
D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE);
D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY);
D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH);
D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE);
D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL);
D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3DRS_STENCILPASS);
D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC);
D3DSTATE_TO_STR(WINED3DRS_STENCILREF);
D3DSTATE_TO_STR(WINED3DRS_STENCILMASK);
D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK);
D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR);
D3DSTATE_TO_STR(WINED3DRS_WRAP0);
D3DSTATE_TO_STR(WINED3DRS_WRAP1);
D3DSTATE_TO_STR(WINED3DRS_WRAP2);
D3DSTATE_TO_STR(WINED3DRS_WRAP3);
D3DSTATE_TO_STR(WINED3DRS_WRAP4);
D3DSTATE_TO_STR(WINED3DRS_WRAP5);
D3DSTATE_TO_STR(WINED3DRS_WRAP6);
D3DSTATE_TO_STR(WINED3DRS_WRAP7);
D3DSTATE_TO_STR(WINED3DRS_CLIPPING);
D3DSTATE_TO_STR(WINED3DRS_LIGHTING);
D3DSTATE_TO_STR(WINED3DRS_EXTENTS);
D3DSTATE_TO_STR(WINED3DRS_AMBIENT);
D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE);
D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX);
D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER);
D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS);
D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND);
D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE);
D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING);
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE);
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN);
D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C);
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS);
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK);
D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE);
D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS);
D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN);
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX);
D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR);
D3DSTATE_TO_STR(WINED3DRS_BLENDOP);
D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE);
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE);
D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE);
D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS);
D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE);
D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W);
D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3);
D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR);
D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS);
D3DSTATE_TO_STR(WINED3DRS_WRAP8);
D3DSTATE_TO_STR(WINED3DRS_WRAP9);
D3DSTATE_TO_STR(WINED3DRS_WRAP10);
D3DSTATE_TO_STR(WINED3DRS_WRAP11);
D3DSTATE_TO_STR(WINED3DRS_WRAP12);
D3DSTATE_TO_STR(WINED3DRS_WRAP13);
D3DSTATE_TO_STR(WINED3DRS_WRAP14);
D3DSTATE_TO_STR(WINED3DRS_WRAP15);
D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA);
D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA);
D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u render state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dsamplerstate(DWORD state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR);
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU);
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV);
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW);
D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER);
D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER);
D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER);
D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL);
D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE);
D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX);
D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u sampler state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
switch (filter_type) {
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
#undef D3DTEXTUREFILTERTYPE_TO_STR
default:
FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
return "unrecognized";
}
}
const char *debug_d3dtexturestate(DWORD state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DTSS_COLOROP);
D3DSTATE_TO_STR(WINED3DTSS_COLORARG1);
D3DSTATE_TO_STR(WINED3DTSS_COLORARG2);
D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP);
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1);
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2);
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00);
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01);
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10);
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11);
D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX);
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE);
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET);
D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS);
D3DSTATE_TO_STR(WINED3DTSS_COLORARG0);
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0);
D3DSTATE_TO_STR(WINED3DTSS_RESULTARG);
D3DSTATE_TO_STR(WINED3DTSS_CONSTANT);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u texture state!\n", state);
return "unrecognized";
}
}
const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
switch (d3dtop) {
#define D3DTOP_TO_STR(u) case u: return #u
D3DTOP_TO_STR(WINED3DTOP_DISABLE);
D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
D3DTOP_TO_STR(WINED3DTOP_MODULATE);
D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
D3DTOP_TO_STR(WINED3DTOP_ADD);
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
D3DTOP_TO_STR(WINED3DTOP_LERP);
#undef D3DTOP_TO_STR
default:
FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
return "unrecognized";
}
}
const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
switch (tstype) {
#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
TSTYPE_TO_STR(WINED3DTS_VIEW);
TSTYPE_TO_STR(WINED3DTS_PROJECTION);
TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512) {
FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
return ("WINED3DTS_WORLDMATRIX > 0");
}
FIXME("Unrecognized %u WINED3DTS\n", tstype);
return "unrecognized";
}
}
const char *debug_d3dstate(DWORD state)
{
if (STATE_IS_RENDER(state))
return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
if (STATE_IS_TEXTURESTAGE(state))
{
DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
texture_stage, debug_d3dtexturestate(texture_state));
}
if (STATE_IS_SAMPLER(state))
return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
if (STATE_IS_PIXELSHADER(state))
return "STATE_PIXELSHADER";
if (STATE_IS_TRANSFORM(state))
return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
if (STATE_IS_STREAMSRC(state))
return "STATE_STREAMSRC";
if (STATE_IS_INDEXBUFFER(state))
return "STATE_INDEXBUFFER";
if (STATE_IS_VDECL(state))
return "STATE_VDECL";
if (STATE_IS_VSHADER(state))
return "STATE_VSHADER";
if (STATE_IS_VIEWPORT(state))
return "STATE_VIEWPORT";
if (STATE_IS_VERTEXSHADERCONSTANT(state))
return "STATE_VERTEXSHADERCONSTANT";
if (STATE_IS_PIXELSHADERCONSTANT(state))
return "STATE_PIXELSHADERCONSTANT";
if (STATE_IS_ACTIVELIGHT(state))
return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
if (STATE_IS_SCISSORRECT(state))
return "STATE_SCISSORRECT";
if (STATE_IS_CLIPPLANE(state))
return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
if (STATE_IS_MATERIAL(state))
return "STATE_MATERIAL";
if (STATE_IS_FRONTFACE(state))
return "STATE_FRONTFACE";
if (STATE_IS_POINTSPRITECOORDORIGIN(state))
return "STATE_POINTSPRITECOORDORIGIN";
return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
}
const char *debug_d3dpool(WINED3DPOOL pool)
{
switch (pool)
{
#define POOL_TO_STR(p) case p: return #p
POOL_TO_STR(WINED3DPOOL_DEFAULT);
POOL_TO_STR(WINED3DPOOL_MANAGED);
POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
POOL_TO_STR(WINED3DPOOL_SCRATCH);
#undef POOL_TO_STR
default:
FIXME("Unrecognized %u WINED3DPOOL!\n", pool);
return "unrecognized";
}
}
const char *debug_fbostatus(GLenum status) {
switch(status) {
#define FBOSTATUS_TO_STR(u) case u: return #u
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
#undef FBOSTATUS_TO_STR
default:
FIXME("Unrecognied FBO status 0x%08x\n", status);
return "unrecognized";
}
}
const char *debug_glerror(GLenum error) {
switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
GLERROR_TO_STR(GL_NO_ERROR);
GLERROR_TO_STR(GL_INVALID_ENUM);
GLERROR_TO_STR(GL_INVALID_VALUE);
GLERROR_TO_STR(GL_INVALID_OPERATION);
GLERROR_TO_STR(GL_STACK_OVERFLOW);
GLERROR_TO_STR(GL_STACK_UNDERFLOW);
GLERROR_TO_STR(GL_OUT_OF_MEMORY);
GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
#undef GLERROR_TO_STR
default:
FIXME("Unrecognied GL error 0x%08x\n", error);
return "unrecognized";
}
}
const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
switch(basis) {
case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
default: return "unrecognized";
}
}
const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
switch(degree) {
case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
default: return "unrecognized";
}
}
static const char *debug_fixup_channel_source(enum fixup_channel_source source)
{
switch(source)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
WINED3D_TO_STR(CHANNEL_SOURCE_X);
WINED3D_TO_STR(CHANNEL_SOURCE_Y);
WINED3D_TO_STR(CHANNEL_SOURCE_Z);
WINED3D_TO_STR(CHANNEL_SOURCE_W);
WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized fixup_channel_source %#x\n", source);
return "unrecognized";
}
}
static const char *debug_complex_fixup(enum complex_fixup fixup)
{
switch(fixup)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
WINED3D_TO_STR(COMPLEX_FIXUP_P8);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized complex fixup %#x\n", fixup);
return "unrecognized";
}
}
void dump_color_fixup_desc(struct color_fixup_desc fixup)
{
if (is_complex_fixup(fixup))
{
TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
return;
}
TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
}
const char *debug_surflocation(DWORD flag) {
char buf[128];
buf[0] = 0;
if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");
if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");
if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");
if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");
return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
}
/*****************************************************************************
* Useful functions mapping GL <-> D3D values
*/
GLenum StencilOp(DWORD op) {
switch(op) {
case WINED3DSTENCILOP_KEEP : return GL_KEEP;
case WINED3DSTENCILOP_ZERO : return GL_ZERO;
case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
case WINED3DSTENCILOP_INVERT : return GL_INVERT;
case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
default:
FIXME("Unrecognized stencil op %d\n", op);
return GL_KEEP;
}
}
GLenum CompareFunc(DWORD func) {
switch ((WINED3DCMPFUNC)func) {
case WINED3DCMP_NEVER : return GL_NEVER;
case WINED3DCMP_LESS : return GL_LESS;
case WINED3DCMP_EQUAL : return GL_EQUAL;
case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
case WINED3DCMP_GREATER : return GL_GREATER;
case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
case WINED3DCMP_ALWAYS : return GL_ALWAYS;
default:
FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
return 0;
}
}
BOOL is_invalid_op(const struct wined3d_state *state, int stage,
WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
{
if (op == WINED3DTOP_DISABLE) return FALSE;
if (state->textures[stage]) return FALSE;
if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3DTOP_SELECTARG2) return TRUE;
if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3DTOP_SELECTARG1) return TRUE;
if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
return FALSE;
}
/* Setup this textures matrix according to the texture flags*/
/* GL locking is done by the caller (state handler) */
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
{
float mat[16];
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
glLoadIdentity();
checkGLcall("glLoadIdentity()");
return;
}
if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
return;
}
memcpy(mat, smat, 16 * sizeof(float));
if (flags & WINED3DTTFF_PROJECTED) {
if(!ffp_proj_control) {
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT2:
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
mat[1] = mat[5] = mat[9] = mat[13] = 0;
break;
case WINED3DTTFF_COUNT3:
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
mat[2] = mat[6] = mat[10] = mat[14] = 0;
break;
}
}
} else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
if(!calculatedCoords) {
switch(vtx_fmt)
{
case WINED3DFMT_R32_FLOAT:
/* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
* swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
* the input value to the transformation will be 0, so the matrix value is irrelevant
*/
mat[12] = mat[4];
mat[13] = mat[5];
mat[14] = mat[6];
mat[15] = mat[7];
break;
case WINED3DFMT_R32G32_FLOAT:
/* See above, just 3rd and 4th coord
*/
mat[12] = mat[8];
mat[13] = mat[9];
mat[14] = mat[10];
mat[15] = mat[11];
break;
case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
/* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
* into a bad place. The division elimination below will apply to make sure the
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
*/
case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
break;
default:
FIXME("Unexpected fixed function texture coord input\n");
}
}
if(!ffp_proj_control) {
switch (flags & ~WINED3DTTFF_PROJECTED) {
/* case WINED3DTTFF_COUNT1: Won't ever get here */
case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
/* OpenGL divides the first 3 vertex coord by the 4th by default,
* which is essentially the same as D3DTTFF_PROJECTED. Make sure that
* the 4th coord evaluates to 1.0 to eliminate that.
*
* If the fixed function pipeline is used, the 4th value remains unused,
* so there is no danger in doing this. With vertex shaders we have a
* problem. Should an app hit that problem, the code here would have to
* check for pixel shaders, and the shader has to undo the default gl divide.
*
* A more serious problem occurs if the app passes 4 coordinates in, and the
* 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
* or a replacement shader
*/
default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
}
}
}
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}
/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
{
unsigned int count;
for (count = 0; mask; ++count)
{
mask &= mask - 1;
}
return count;
}
/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
* The later function requires individual color components. */
BOOL getColorBits(const struct wined3d_format *format,
short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
{
TRACE("format %s.\n", debug_d3dformat(format->id));
switch (format->id)
{
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_P8_UINT_A8_UNORM:
case WINED3DFMT_P8_UINT:
break;
default:
FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
return FALSE;
}
*redSize = count_bits(format->red_mask);
*greenSize = count_bits(format->green_mask);
*blueSize = count_bits(format->blue_mask);
*alphaSize = count_bits(format->alpha_mask);
*totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
*redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
return TRUE;
}
/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
BOOL getDepthStencilBits(const struct wined3d_format *format, short *depthSize, short *stencilSize)
{
TRACE("format %s.\n", debug_d3dformat(format->id));
switch (format->id)
{
case WINED3DFMT_D16_LOCKABLE:
case WINED3DFMT_D16_UNORM:
case WINED3DFMT_S1_UINT_D15_UNORM:
case WINED3DFMT_X8D24_UNORM:
case WINED3DFMT_S4X4_UINT_D24_UNORM:
case WINED3DFMT_D24_UNORM_S8_UINT:
case WINED3DFMT_S8_UINT_D24_FLOAT:
case WINED3DFMT_D32_UNORM:
case WINED3DFMT_D32_FLOAT:
case WINED3DFMT_INTZ:
break;
default:
FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
return FALSE;
}
*depthSize = format->depth_size;
*stencilSize = format->stencil_size;
TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
*depthSize, *stencilSize, debug_d3dformat(format->id));
return TRUE;
}
/* Note: It's the caller's responsibility to ensure values can be expressed
* in the requested format. UNORM formats for example can only express values
* in the range 0.0f -> 1.0f. */
DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const WINED3DCOLORVALUE *color)
{
static const struct
{
enum wined3d_format_id format_id;
float r_mul;
float g_mul;
float b_mul;
float a_mul;
BYTE r_shift;
BYTE g_shift;
BYTE b_shift;
BYTE a_shift;
}
conv[] =
{
{WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
{WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
{WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
{WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
{WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
{WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
{WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
{WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
{WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
{WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
{WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
{WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
{WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
{WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
};
unsigned int i;
TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
{
DWORD ret;
if (format->id != conv[i].format_id) continue;
ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
TRACE("Returning 0x%08x.\n", ret);
return ret;
}
FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
return 0;
}
/* DirectDraw stuff */
enum wined3d_format_id pixelformat_for_depth(DWORD depth)
{
switch (depth)
{
case 8: return WINED3DFMT_P8_UINT;
case 15: return WINED3DFMT_B5G5R5X1_UNORM;
case 16: return WINED3DFMT_B5G6R5_UNORM;
case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
default: return WINED3DFMT_UNKNOWN;
}
}
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
WINED3DMATRIX temp;
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
/* And copy the new matrix in the good storage.. */
memcpy(dest, &temp, 16 * sizeof(float));
}
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
DWORD size = 0;
int i;
int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
default: ERR("Unexpected position mask\n");
}
for (i = 0; i < numTextures; i++) {
size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
}
return size;
}
void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype)
{
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
static const unsigned char args[WINED3DTOP_LERP + 1] = {
/* undefined */ 0,
/* D3DTOP_DISABLE */ 0,
/* D3DTOP_SELECTARG1 */ ARG1,
/* D3DTOP_SELECTARG2 */ ARG2,
/* D3DTOP_MODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATE2X */ ARG1 | ARG2,
/* D3DTOP_MODULATE4X */ ARG1 | ARG2,
/* D3DTOP_ADD */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
/* D3DTOP_SUBTRACT */ ARG1 | ARG2,
/* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
/* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
/* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
/* D3DTOP_PREMODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
/* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
/* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
/* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
};
unsigned int i;
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
IWineD3DDeviceImpl *device = stateblock->device;
IWineD3DSurfaceImpl *rt = device->render_targets[0];
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
for (i = 0; i < gl_info->limits.texture_stages; ++i)
{
IWineD3DBaseTextureImpl *texture;
settings->op[i].padding = 0;
if (stateblock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
{
settings->op[i].cop = WINED3DTOP_DISABLE;
settings->op[i].aop = WINED3DTOP_DISABLE;
settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].dst = resultreg;
settings->op[i].tex_type = tex_1d;
settings->op[i].projected = proj_none;
i++;
break;
}
if ((texture = stateblock->state.textures[i]))
{
settings->op[i].color_fixup = texture->resource.format->color_fixup;
if (ignore_textype)
{
settings->op[i].tex_type = tex_1d;
}
else
{
switch (texture->baseTexture.target)
{
case GL_TEXTURE_1D:
settings->op[i].tex_type = tex_1d;
break;
case GL_TEXTURE_2D:
settings->op[i].tex_type = tex_2d;
break;
case GL_TEXTURE_3D:
settings->op[i].tex_type = tex_3d;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
settings->op[i].tex_type = tex_cube;
break;
case GL_TEXTURE_RECTANGLE_ARB:
settings->op[i].tex_type = tex_rect;
break;
}
}
} else {
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].tex_type = tex_1d;
}
cop = stateblock->state.texture_states[i][WINED3DTSS_COLOROP];
aop = stateblock->state.texture_states[i][WINED3DTSS_ALPHAOP];
carg1 = (args[cop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
carg2 = (args[cop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
carg0 = (args[cop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
if (is_invalid_op(&stateblock->state, i, cop, carg1, carg2, carg0))
{
carg0 = ARG_UNUSED;
carg2 = ARG_UNUSED;
carg1 = WINED3DTA_CURRENT;
cop = WINED3DTOP_SELECTARG1;
}
if(cop == WINED3DTOP_DOTPRODUCT3) {
/* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
* the color result to the alpha component of the destination
*/
aop = cop;
aarg1 = carg1;
aarg2 = carg2;
aarg0 = carg0;
}
else
{
aarg1 = (args[aop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
aarg2 = (args[aop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
aarg0 = (args[aop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
}
if (!i && stateblock->state.textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
{
IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
GLenum texture_dimensions = texture->baseTexture.target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
{
if (aop == WINED3DTOP_DISABLE)
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_SELECTARG1;
}
else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
{
if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
{
aarg2 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
}
else aarg1 = WINED3DTA_TEXTURE;
}
else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
{
if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
}
else aarg2 = WINED3DTA_TEXTURE;
}
}
}
}
if (is_invalid_op(&stateblock->state, i, aop, aarg1, aarg2, aarg0))
{
aarg0 = ARG_UNUSED;
aarg2 = ARG_UNUSED;
aarg1 = WINED3DTA_CURRENT;
aop = WINED3DTOP_SELECTARG1;
}
if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
|| aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
{
ttff = stateblock->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if (ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3))
{
settings->op[i].projected = proj_count3;
} else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
settings->op[i].projected = proj_count4;
} else {
settings->op[i].projected = proj_none;
}
} else {
settings->op[i].projected = proj_none;
}
settings->op[i].cop = cop;
settings->op[i].aop = aop;
settings->op[i].carg0 = carg0;
settings->op[i].carg1 = carg1;
settings->op[i].carg2 = carg2;
settings->op[i].aarg0 = aarg0;
settings->op[i].aarg1 = aarg1;
settings->op[i].aarg2 = aarg2;
if (stateblock->state.texture_states[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP)
{
settings->op[i].dst = tempreg;
} else {
settings->op[i].dst = resultreg;
}
}
/* Clear unsupported stages */
for(; i < MAX_TEXTURES; i++) {
memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
}
if (!stateblock->state.render_states[WINED3DRS_FOGENABLE])
{
settings->fog = FOG_OFF;
}
else if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
{
if (use_vs(&stateblock->state) || stateblock->state.vertex_declaration->position_transformed)
{
settings->fog = FOG_LINEAR;
}
else
{
switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE])
{
case WINED3DFOG_NONE:
case WINED3DFOG_LINEAR:
settings->fog = FOG_LINEAR;
break;
case WINED3DFOG_EXP:
settings->fog = FOG_EXP;
break;
case WINED3DFOG_EXP2:
settings->fog = FOG_EXP2;
break;
}
}
}
else
{
switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE])
{
case WINED3DFOG_LINEAR:
settings->fog = FOG_LINEAR;
break;
case WINED3DFOG_EXP:
settings->fog = FOG_EXP;
break;
case WINED3DFOG_EXP2:
settings->fog = FOG_EXP2;
break;
}
}
if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE]
&& rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
{
settings->sRGB_write = 1;
} else {
settings->sRGB_write = 0;
}
if (device->vs_clipping || !use_vs(&stateblock->state) || !stateblock->state.render_states[WINED3DRS_CLIPPING]
|| !stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
{
/* No need to emulate clipplanes if GL supports native vertex shader clipping or if
* the fixed function vertex pipeline is used(which always supports clipplanes), or
* if no clipplane is enabled
*/
settings->emul_clipplanes = 0;
} else {
settings->emul_clipplanes = 1;
}
}
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings)
{
struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
}
void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
{
/* Note that the key is the implementation independent part of the ffp_frag_desc structure,
* whereas desc points to an extended structure with implementation specific parts. */
if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
{
ERR("Failed to insert ffp frag shader.\n");
}
}
/* Activates the texture dimension according to the bound D3D texture.
* Does not care for the colorop or correct gl texture unit(when using nvrc)
* Requires the caller to activate the correct unit before
*/
/* GL locking is done by the caller (state handler) */
void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
switch (texture->baseTexture.target)
{
case GL_TEXTURE_2D:
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
} else {
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
}
}
/* GL locking is done by the caller (state handler) */
void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
{
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
if (sampler >= stateblock->state.lowest_disabled_stage) return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
texture_activate_dimensions(stateblock->state.textures[sampler], context->gl_info);
}
void *wined3d_rb_alloc(size_t size)
{
return HeapAlloc(GetProcessHeap(), 0, size);
}
void *wined3d_rb_realloc(void *ptr, size_t size)
{
return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
}
void wined3d_rb_free(void *ptr)
{
HeapFree(GetProcessHeap(), 0, ptr);
}
static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct ffp_frag_settings *ka = key;
const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
return memcmp(ka, kb, sizeof(*ka));
}
const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
ffp_frag_program_key_compare,
};
UINT wined3d_log2i(UINT32 x)
{
static const UINT l[] =
{
~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
};
UINT32 i;
return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
}
/* Set the shader type for this device, depending on the given capabilities
* and the user preferences in wined3d_settings. */
void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
{
BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl)
{
/* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
* wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
* shaders only on this card. */
if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
else *vs_selected = SHADER_GLSL;
}
else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
else *vs_selected = SHADER_NONE;
if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL;
else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
else *ps_selected = SHADER_NONE;
}
const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
{
static const struct blit_shader * const blitters[] =
{
&arbfp_blit,
&ffp_blit,
&cpu_blit,
};
unsigned int i;
for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
{
if (blitters[i]->blit_supported(gl_info, blit_op,
src_rect, src_usage, src_pool, src_format,
dst_rect, dst_usage, dst_pool, dst_format))
return blitters[i];
}
return NULL;
}