2103 lines
99 KiB
C
2103 lines
99 KiB
C
/*
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* Utility functions for the WineD3D Library
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2007 Henri Verbeet
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/*****************************************************************************
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* Pixel format array
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*
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* For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
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* and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
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* high masks do not fit into the 32 bit values needed for ddraw. It is only
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* used for ddraw mostly, and to figure out if the format has alpha at all, so
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* setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
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* formats are not usable in 2D rendering because ddraw doesn't support them.
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*/
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static const StaticPixelFormatDesc formats[] = {
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/*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
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{WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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/* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
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{WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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{WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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{WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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{WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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{WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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{WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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{WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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{WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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{WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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{WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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{WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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/* IEEE formats */
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{WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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{WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
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/* Hmm? */
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{WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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/* Float */
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{WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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/* Palettized formats */
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{WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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/* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
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{WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
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{WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
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{WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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{WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
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/* Luminance */
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{WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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{WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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/* Bump mapping stuff */
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{WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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/* Depth stencil formats */
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{WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
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{WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
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{WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
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{WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
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{WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
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{WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
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{WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
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{WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
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{WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
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{WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
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/* Is this a vertex buffer? */
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{WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
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{WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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/* Vendor-specific formats */
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{WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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};
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typedef struct {
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WINED3DFORMAT fmt;
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GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
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unsigned int Flags;
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} GlPixelFormatDescTemplate;
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/*****************************************************************************
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* OpenGL format template. Contains unexciting formats which do not need
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* extension checks. The order in this table is independent of the order in
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* the table StaticPixelFormatDesc above. Not all formats have to be in this
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* table.
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*/
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static const GlPixelFormatDescTemplate gl_formats_template[] = {
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/*{ internal ,srgbInternal , rtInternal, format ,type \
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,Flags }*/
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{WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
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,0 },
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/* FourCC formats */
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{WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
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,0 },
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/* IEEE formats */
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{WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
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,WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
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,WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
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,WINED3DFMT_FLAG_RENDERTARGET },
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/* Hmm? */
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{WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
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,0 },
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/* Float */
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{WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
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,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
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,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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/* Palettized formats */
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{WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
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,0 },
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/* Standard ARGB formats */
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{WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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{WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
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{WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
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{WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
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,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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/* Luminance */
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{WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
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,0 },
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/* Bump mapping stuff */
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{WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
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,WINED3DFMT_FLAG_FILTERING },
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{WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
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,0 },
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/* Depth stencil formats */
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{WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
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,WINED3DFMT_FLAG_DEPTH },
|
|
{WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
|
|
,WINED3DFMT_FLAG_DEPTH },
|
|
{WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
|
|
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
|
|
{WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
|
|
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
|
|
{WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
|
|
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
|
|
{WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
|
|
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
|
|
{WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
|
|
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
|
|
{WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
|
|
,WINED3DFMT_FLAG_FILTERING },
|
|
{WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
|
|
,WINED3DFMT_FLAG_DEPTH },
|
|
{WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
|
|
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
|
|
/* Is this a vertex buffer? */
|
|
{WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
|
|
,0 },
|
|
{WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
|
|
,0 },
|
|
{WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
|
|
,0 },
|
|
{WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
|
|
,0 },
|
|
/* Vendor-specific formats */
|
|
{WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
|
|
,0 }
|
|
};
|
|
|
|
static inline int getFmtIdx(WINED3DFORMAT fmt) {
|
|
/* First check if the format is at the position of its value.
|
|
* This will catch the argb formats before the loop is entered
|
|
*/
|
|
if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
|
|
return fmt;
|
|
} else {
|
|
unsigned int i;
|
|
for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
|
|
if(formats[i].format == fmt) {
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
#define GLINFO_LOCATION (*gl_info)
|
|
BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
|
|
{
|
|
unsigned int src;
|
|
int dst;
|
|
|
|
gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
|
|
if(!gl_info->gl_formats) return FALSE;
|
|
|
|
/* If a format depends on some extensions, remove them from the table above and initialize them
|
|
* after this loop
|
|
*/
|
|
for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
|
|
dst = getFmtIdx(gl_formats_template[src].fmt);
|
|
gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
|
|
gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
|
|
gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
|
|
gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
|
|
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
|
|
gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
|
|
|
|
if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
|
|
gl_formats_template[src].rtInternal != 0) {
|
|
GLuint tex, fb;
|
|
GLenum status;
|
|
|
|
/* Check if the default internal format is supported as a frame buffer target, otherwise
|
|
* fall back to the render target internal.
|
|
*
|
|
* Try to stick to the standard format if possible, this limits precision differences
|
|
*/
|
|
while(glGetError());
|
|
glGenTextures(1, &tex);
|
|
glBindTexture(GL_TEXTURE_2D, tex);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
|
|
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_2D, tex, 0));
|
|
|
|
status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
|
|
GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
|
|
glDeleteTextures(1, &tex);
|
|
|
|
checkGLcall("Framebuffer format check");
|
|
|
|
if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
|
|
debug_d3dformat(gl_formats_template[src].fmt));
|
|
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
|
|
} else {
|
|
TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
|
|
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
|
|
}
|
|
|
|
} else {
|
|
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
|
|
}
|
|
}
|
|
|
|
/* 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.
|
|
*
|
|
* In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
|
|
* returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
|
|
* an application that needs this because it causes performance problems due to
|
|
* shader recompiling in some games.
|
|
*/
|
|
if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
|
/* signed -> unsigned fixup */
|
|
dst = getFmtIdx(WINED3DFMT_V8U8);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
|
|
dst = getFmtIdx(WINED3DFMT_V16U16);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
|
|
} else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
|
|
/* signed -> unsigned fixup */
|
|
dst = getFmtIdx(WINED3DFMT_V16U16);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
|
|
} else {
|
|
/* Blue = 1.0 fixup, disabled for now */
|
|
#if 0
|
|
dst = getFmtIdx(WINED3DFMT_V8U8);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
|
|
dst = getFmtIdx(WINED3DFMT_V16U16);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
|
|
#endif
|
|
}
|
|
|
|
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
|
/* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
|
|
* with each other
|
|
*/
|
|
dst = getFmtIdx(WINED3DFMT_L6V5U5);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
|
|
dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
|
|
dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
|
|
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
|
|
} else {
|
|
/* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
|
|
* are converted at surface loading time, but they do not need any modification in
|
|
* the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
|
|
* WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
|
|
*/
|
|
}
|
|
|
|
if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
|
|
dst = getFmtIdx(WINED3DFMT_ATI2N);
|
|
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
|
|
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
|
|
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
|
|
} else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
|
|
dst = getFmtIdx(WINED3DFMT_ATI2N);
|
|
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
|
|
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
|
|
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
|
|
static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
|
|
{WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
|
|
{WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
|
|
{WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
|
|
{WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
|
|
{WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
|
|
{WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
|
|
{WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
|
|
{WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
|
|
{WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
|
|
{WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
|
|
|
|
void init_type_lookup(WineD3D_GL_Info *gl_info) {
|
|
memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
|
|
if(!GL_SUPPORT(NV_HALF_FLOAT)) {
|
|
/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
|
|
* It is the job of the vertex buffer code to make sure that the vbos have the right format
|
|
*/
|
|
gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
|
|
gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
|
|
}
|
|
}
|
|
|
|
#undef GLINFO_LOCATION
|
|
|
|
#define GLINFO_LOCATION This->adapter->gl_info
|
|
|
|
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
|
|
{
|
|
int idx = getFmtIdx(fmt);
|
|
|
|
if(idx == -1) {
|
|
FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
|
|
/* Get the caller a valid pointer */
|
|
idx = getFmtIdx(WINED3DFMT_UNKNOWN);
|
|
}
|
|
if(glDesc) {
|
|
if(!gl_info->gl_formats) {
|
|
/* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
|
|
* all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
|
|
* static variables to be initialized to 0.
|
|
*/
|
|
static const GlPixelFormatDesc dummyFmt;
|
|
*glDesc = &dummyFmt;
|
|
} else {
|
|
*glDesc = &gl_info->gl_formats[idx];
|
|
}
|
|
}
|
|
return &formats[idx];
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Trace formatting of useful values
|
|
*/
|
|
const char* debug_d3dformat(WINED3DFORMAT fmt) {
|
|
switch (fmt) {
|
|
#define FMT_TO_STR(fmt) case fmt: return #fmt
|
|
FMT_TO_STR(WINED3DFMT_UNKNOWN);
|
|
FMT_TO_STR(WINED3DFMT_R8G8B8);
|
|
FMT_TO_STR(WINED3DFMT_A8R8G8B8);
|
|
FMT_TO_STR(WINED3DFMT_X8R8G8B8);
|
|
FMT_TO_STR(WINED3DFMT_R5G6B5);
|
|
FMT_TO_STR(WINED3DFMT_X1R5G5B5);
|
|
FMT_TO_STR(WINED3DFMT_A1R5G5B5);
|
|
FMT_TO_STR(WINED3DFMT_A4R4G4B4);
|
|
FMT_TO_STR(WINED3DFMT_R3G3B2);
|
|
FMT_TO_STR(WINED3DFMT_A8);
|
|
FMT_TO_STR(WINED3DFMT_A8R3G3B2);
|
|
FMT_TO_STR(WINED3DFMT_X4R4G4B4);
|
|
FMT_TO_STR(WINED3DFMT_A2B10G10R10);
|
|
FMT_TO_STR(WINED3DFMT_A8B8G8R8);
|
|
FMT_TO_STR(WINED3DFMT_X8B8G8R8);
|
|
FMT_TO_STR(WINED3DFMT_G16R16);
|
|
FMT_TO_STR(WINED3DFMT_A2R10G10B10);
|
|
FMT_TO_STR(WINED3DFMT_A16B16G16R16);
|
|
FMT_TO_STR(WINED3DFMT_A8P8);
|
|
FMT_TO_STR(WINED3DFMT_P8);
|
|
FMT_TO_STR(WINED3DFMT_L8);
|
|
FMT_TO_STR(WINED3DFMT_A8L8);
|
|
FMT_TO_STR(WINED3DFMT_A4L4);
|
|
FMT_TO_STR(WINED3DFMT_V8U8);
|
|
FMT_TO_STR(WINED3DFMT_L6V5U5);
|
|
FMT_TO_STR(WINED3DFMT_X8L8V8U8);
|
|
FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
|
|
FMT_TO_STR(WINED3DFMT_V16U16);
|
|
FMT_TO_STR(WINED3DFMT_W11V11U10);
|
|
FMT_TO_STR(WINED3DFMT_A2W10V10U10);
|
|
FMT_TO_STR(WINED3DFMT_UYVY);
|
|
FMT_TO_STR(WINED3DFMT_YUY2);
|
|
FMT_TO_STR(WINED3DFMT_DXT1);
|
|
FMT_TO_STR(WINED3DFMT_DXT2);
|
|
FMT_TO_STR(WINED3DFMT_DXT3);
|
|
FMT_TO_STR(WINED3DFMT_DXT4);
|
|
FMT_TO_STR(WINED3DFMT_DXT5);
|
|
FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
|
|
FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
|
|
FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
|
|
FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
|
|
FMT_TO_STR(WINED3DFMT_D32);
|
|
FMT_TO_STR(WINED3DFMT_D15S1);
|
|
FMT_TO_STR(WINED3DFMT_D24S8);
|
|
FMT_TO_STR(WINED3DFMT_D24X8);
|
|
FMT_TO_STR(WINED3DFMT_D24X4S4);
|
|
FMT_TO_STR(WINED3DFMT_D16);
|
|
FMT_TO_STR(WINED3DFMT_L16);
|
|
FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
|
|
FMT_TO_STR(WINED3DFMT_D24FS8);
|
|
FMT_TO_STR(WINED3DFMT_VERTEXDATA);
|
|
FMT_TO_STR(WINED3DFMT_INDEX16);
|
|
FMT_TO_STR(WINED3DFMT_INDEX32);
|
|
FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
|
|
FMT_TO_STR(WINED3DFMT_R16F);
|
|
FMT_TO_STR(WINED3DFMT_G16R16F);
|
|
FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
|
|
FMT_TO_STR(WINED3DFMT_R32F);
|
|
FMT_TO_STR(WINED3DFMT_G32R32F);
|
|
FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
|
|
FMT_TO_STR(WINED3DFMT_CxV8U8);
|
|
FMT_TO_STR(WINED3DFMT_ATI2N);
|
|
#undef FMT_TO_STR
|
|
default:
|
|
{
|
|
char fourcc[5];
|
|
fourcc[0] = (char)(fmt);
|
|
fourcc[1] = (char)(fmt >> 8);
|
|
fourcc[2] = (char)(fmt >> 16);
|
|
fourcc[3] = (char)(fmt >> 24);
|
|
fourcc[4] = 0;
|
|
if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
|
|
FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
|
|
else
|
|
FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
|
|
}
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
|
|
switch (devtype) {
|
|
#define DEVTYPE_TO_STR(dev) case dev: return #dev
|
|
DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
|
|
DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
|
|
DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
|
|
#undef DEVTYPE_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dusage(DWORD usage) {
|
|
switch (usage & WINED3DUSAGE_MASK) {
|
|
#define WINED3DUSAGE_TO_STR(u) case u: return #u
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
|
|
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
|
|
#undef WINED3DUSAGE_TO_STR
|
|
case 0: return "none";
|
|
default:
|
|
FIXME("Unrecognized %u Usage!\n", usage);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dusagequery(DWORD usagequery) {
|
|
switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
|
|
#define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
|
|
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
|
|
#undef WINED3DUSAGEQUERY_TO_STR
|
|
case 0: return "none";
|
|
default:
|
|
FIXME("Unrecognized %u Usage Query!\n", usagequery);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
|
|
switch (method) {
|
|
#define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
|
|
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
|
|
#undef WINED3DDECLMETHOD_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u declaration method!\n", method);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
|
|
switch (type) {
|
|
#define WINED3DDECLTYPE_TO_STR(u) case u: return #u
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
|
|
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
|
|
#undef WINED3DDECLTYPE_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u declaration type!\n", type);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3ddeclusage(BYTE usage) {
|
|
switch (usage) {
|
|
#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
|
|
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
|
|
#undef WINED3DDECLUSAGE_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u declaration usage!\n", usage);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
|
|
switch (res) {
|
|
#define RES_TO_STR(res) case res: return #res;
|
|
RES_TO_STR(WINED3DRTYPE_SURFACE);
|
|
RES_TO_STR(WINED3DRTYPE_VOLUME);
|
|
RES_TO_STR(WINED3DRTYPE_TEXTURE);
|
|
RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
|
|
RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
|
|
RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
|
|
RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
|
|
#undef RES_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
|
|
switch (PrimitiveType) {
|
|
#define PRIM_TO_STR(prim) case prim: return #prim;
|
|
PRIM_TO_STR(WINED3DPT_POINTLIST);
|
|
PRIM_TO_STR(WINED3DPT_LINELIST);
|
|
PRIM_TO_STR(WINED3DPT_LINESTRIP);
|
|
PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
|
|
PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
|
|
PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
|
|
#undef PRIM_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3drenderstate(DWORD state) {
|
|
switch (state) {
|
|
#define D3DSTATE_TO_STR(u) case u: return #u
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAPU );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAPV );
|
|
D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
|
|
D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
|
|
D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ROP2 );
|
|
D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
|
|
D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
|
|
D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
|
|
D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
|
|
D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
|
|
D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
|
|
D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
|
|
D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
|
|
D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGEND );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
|
|
D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
|
|
D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
|
|
D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
|
|
D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
|
|
D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
|
|
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
|
|
D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
|
|
D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
|
|
D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
|
|
D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
|
|
D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
|
|
D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
|
|
D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
|
|
D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
|
|
D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
|
|
D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
|
|
D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
|
|
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
|
|
D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
|
|
D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
|
|
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
|
|
D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
|
|
D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
|
|
D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
|
|
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
|
|
D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
|
|
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
|
|
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
|
|
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
|
|
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
|
|
D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
|
|
D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
|
|
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
|
|
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
|
|
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
|
|
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
|
|
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
|
|
D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
|
|
D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
|
|
D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
|
|
D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
|
|
D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
|
|
D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
|
|
D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
|
|
#undef D3DSTATE_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u render state!\n", state);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dsamplerstate(DWORD state) {
|
|
switch (state) {
|
|
#define D3DSTATE_TO_STR(u) case u: return #u
|
|
D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
|
|
D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
|
|
D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
|
|
D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
|
|
#undef D3DSTATE_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u sampler state!\n", state);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
|
|
switch (filter_type) {
|
|
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
|
|
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
|
|
#undef D3DTEXTUREFILTERTYPE_TO_STR
|
|
default:
|
|
FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dtexturestate(DWORD state) {
|
|
switch (state) {
|
|
#define D3DSTATE_TO_STR(u) case u: return #u
|
|
D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
|
|
D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
|
|
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
|
|
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
|
|
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
|
|
D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
|
|
D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
|
|
D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
|
|
D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
|
|
D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
|
|
#undef D3DSTATE_TO_STR
|
|
case 12:
|
|
/* Note WINED3DTSS are not consecutive, so skip these */
|
|
return "unused";
|
|
default:
|
|
FIXME("Unrecognized %u texture state!\n", state);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
|
|
switch (d3dtop) {
|
|
#define D3DTOP_TO_STR(u) case u: return #u
|
|
D3DTOP_TO_STR(WINED3DTOP_DISABLE);
|
|
D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
|
|
D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATE);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
|
|
D3DTOP_TO_STR(WINED3DTOP_ADD);
|
|
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
|
|
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
|
|
D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
|
|
D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
|
|
D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
|
|
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
|
|
D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
|
|
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
|
|
D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
|
|
D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
|
|
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
|
|
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
|
|
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
|
|
D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
|
|
D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
|
|
D3DTOP_TO_STR(WINED3DTOP_LERP);
|
|
#undef D3DTOP_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
|
|
switch (tstype) {
|
|
#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
|
|
TSTYPE_TO_STR(WINED3DTS_VIEW);
|
|
TSTYPE_TO_STR(WINED3DTS_PROJECTION);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
|
|
TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
|
|
TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
|
|
#undef TSTYPE_TO_STR
|
|
default:
|
|
if (tstype > 256 && tstype < 512) {
|
|
FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
|
|
return ("WINED3DTS_WORLDMATRIX > 0");
|
|
}
|
|
FIXME("Unrecognized %u WINED3DTS\n", tstype);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char* debug_d3dpool(WINED3DPOOL Pool) {
|
|
switch (Pool) {
|
|
#define POOL_TO_STR(p) case p: return #p;
|
|
POOL_TO_STR(WINED3DPOOL_DEFAULT);
|
|
POOL_TO_STR(WINED3DPOOL_MANAGED);
|
|
POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
|
|
POOL_TO_STR(WINED3DPOOL_SCRATCH);
|
|
#undef POOL_TO_STR
|
|
default:
|
|
FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char *debug_fbostatus(GLenum status) {
|
|
switch(status) {
|
|
#define FBOSTATUS_TO_STR(u) case u: return #u
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
|
|
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
|
|
#undef FBOSTATUS_TO_STR
|
|
default:
|
|
FIXME("Unrecognied FBO status 0x%08x\n", status);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char *debug_glerror(GLenum error) {
|
|
switch(error) {
|
|
#define GLERROR_TO_STR(u) case u: return #u
|
|
GLERROR_TO_STR(GL_NO_ERROR);
|
|
GLERROR_TO_STR(GL_INVALID_ENUM);
|
|
GLERROR_TO_STR(GL_INVALID_VALUE);
|
|
GLERROR_TO_STR(GL_INVALID_OPERATION);
|
|
GLERROR_TO_STR(GL_STACK_OVERFLOW);
|
|
GLERROR_TO_STR(GL_STACK_UNDERFLOW);
|
|
GLERROR_TO_STR(GL_OUT_OF_MEMORY);
|
|
GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
|
|
#undef GLERROR_TO_STR
|
|
default:
|
|
FIXME("Unrecognied GL error 0x%08x\n", error);
|
|
return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
|
|
switch(basis) {
|
|
case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
|
|
case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
|
|
case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
|
|
default: return "unrecognized";
|
|
}
|
|
}
|
|
|
|
const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
|
|
switch(degree) {
|
|
case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
|
|
case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
|
|
case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
|
|
case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
|
|
default: return "unrecognized";
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Useful functions mapping GL <-> D3D values
|
|
*/
|
|
GLenum StencilOp(DWORD op) {
|
|
switch(op) {
|
|
case WINED3DSTENCILOP_KEEP : return GL_KEEP;
|
|
case WINED3DSTENCILOP_ZERO : return GL_ZERO;
|
|
case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
|
|
case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
|
|
case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
|
|
case WINED3DSTENCILOP_INVERT : return GL_INVERT;
|
|
case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
|
|
case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
|
|
default:
|
|
FIXME("Unrecognized stencil op %d\n", op);
|
|
return GL_KEEP;
|
|
}
|
|
}
|
|
|
|
GLenum CompareFunc(DWORD func) {
|
|
switch ((WINED3DCMPFUNC)func) {
|
|
case WINED3DCMP_NEVER : return GL_NEVER;
|
|
case WINED3DCMP_LESS : return GL_LESS;
|
|
case WINED3DCMP_EQUAL : return GL_EQUAL;
|
|
case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
|
|
case WINED3DCMP_GREATER : return GL_GREATER;
|
|
case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
|
|
case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
|
|
case WINED3DCMP_ALWAYS : return GL_ALWAYS;
|
|
default:
|
|
FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
|
|
if (op == WINED3DTOP_DISABLE) return FALSE;
|
|
if (This->stateBlock->textures[stage]) return FALSE;
|
|
|
|
if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
|
|
&& op != WINED3DTOP_SELECTARG2) return TRUE;
|
|
if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
|
|
&& op != WINED3DTOP_SELECTARG1) return TRUE;
|
|
if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
|
|
&& (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/* Setup this textures matrix according to the texture flags*/
|
|
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
|
|
{
|
|
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) {
|
|
switch (flags & ~WINED3DTTFF_PROJECTED) {
|
|
case WINED3DTTFF_COUNT2:
|
|
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
|
|
mat[1] = mat[5] = mat[9] = mat[13] = 0;
|
|
break;
|
|
case WINED3DTTFF_COUNT3:
|
|
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
|
|
mat[2] = mat[6] = mat[10] = mat[14] = 0;
|
|
break;
|
|
}
|
|
} else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
|
|
if(!calculatedCoords) {
|
|
switch(coordtype) {
|
|
case WINED3DDECLTYPE_FLOAT1:
|
|
/* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
|
|
* swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
|
|
* the input value to the transformation will be 0, so the matrix value is irrelevant
|
|
*/
|
|
mat[12] = mat[4];
|
|
mat[13] = mat[5];
|
|
mat[14] = mat[6];
|
|
mat[15] = mat[7];
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT2:
|
|
/* See above, just 3rd and 4th coord
|
|
*/
|
|
mat[12] = mat[8];
|
|
mat[13] = mat[9];
|
|
mat[14] = mat[10];
|
|
mat[15] = mat[11];
|
|
break;
|
|
case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
|
|
case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
|
|
|
|
/* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
|
|
* into a bad place. The division elimination below will apply to make sure the
|
|
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
|
|
*/
|
|
case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
|
|
break;
|
|
default:
|
|
FIXME("Unexpected fixed function texture coord input\n");
|
|
}
|
|
}
|
|
switch (flags & ~WINED3DTTFF_PROJECTED) {
|
|
/* case WINED3DTTFF_COUNT1: Won't ever get here */
|
|
case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
|
|
/* OpenGL divides the first 3 vertex coord by the 4th by default,
|
|
* which is essentially the same as D3DTTFF_PROJECTED. Make sure that
|
|
* the 4th coord evaluates to 1.0 to eliminate that.
|
|
*
|
|
* If the fixed function pipeline is used, the 4th value remains unused,
|
|
* so there is no danger in doing this. With vertex shaders we have a
|
|
* problem. Should an app hit that problem, the code here would have to
|
|
* check for pixel shaders, and the shader has to undo the default gl divide.
|
|
*
|
|
* A more serious problem occurs if the app passes 4 coordinates in, and the
|
|
* 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
|
|
* or a replacement shader
|
|
*/
|
|
default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
|
|
}
|
|
}
|
|
|
|
glLoadMatrixf(mat);
|
|
checkGLcall("glLoadMatrixf(mat)");
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
|
|
|
|
/* This small helper function is used to convert a bitmask into the number of masked bits */
|
|
unsigned int count_bits(unsigned int mask)
|
|
{
|
|
unsigned int count;
|
|
for (count = 0; mask; ++count)
|
|
{
|
|
mask &= mask - 1;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
|
|
* The later function requires individual color components. */
|
|
BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
|
|
{
|
|
const StaticPixelFormatDesc *desc;
|
|
|
|
TRACE("fmt: %s\n", debug_d3dformat(fmt));
|
|
switch(fmt)
|
|
{
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_R8G8B8:
|
|
case WINED3DFMT_A8R8G8B8:
|
|
case WINED3DFMT_A2R10G10B10:
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_X4R4G4B4:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_R3G3B2:
|
|
case WINED3DFMT_A8P8:
|
|
case WINED3DFMT_P8:
|
|
break;
|
|
default:
|
|
ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
|
|
return FALSE;
|
|
}
|
|
|
|
desc = getFormatDescEntry(fmt, NULL, NULL);
|
|
if(!desc)
|
|
{
|
|
ERR("Unable to look up format: 0x%x\n", fmt);
|
|
return FALSE;
|
|
}
|
|
*redSize = count_bits(desc->redMask);
|
|
*greenSize = count_bits(desc->greenMask);
|
|
*blueSize = count_bits(desc->blueMask);
|
|
*alphaSize = count_bits(desc->alphaMask);
|
|
*totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
|
|
|
|
TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
|
|
return TRUE;
|
|
}
|
|
|
|
/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
|
|
BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
|
|
{
|
|
const StaticPixelFormatDesc *desc;
|
|
|
|
TRACE("fmt: %s\n", debug_d3dformat(fmt));
|
|
switch(fmt)
|
|
{
|
|
case WINED3DFMT_D16_LOCKABLE:
|
|
case WINED3DFMT_D16:
|
|
case WINED3DFMT_D15S1:
|
|
case WINED3DFMT_D24X8:
|
|
case WINED3DFMT_D24X4S4:
|
|
case WINED3DFMT_D24S8:
|
|
case WINED3DFMT_D24FS8:
|
|
case WINED3DFMT_D32:
|
|
case WINED3DFMT_D32F_LOCKABLE:
|
|
break;
|
|
default:
|
|
FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
|
|
return FALSE;
|
|
}
|
|
|
|
desc = getFormatDescEntry(fmt, NULL, NULL);
|
|
if(!desc)
|
|
{
|
|
ERR("Unable to look up format: 0x%x\n", fmt);
|
|
return FALSE;
|
|
}
|
|
*depthSize = desc->depthSize;
|
|
*stencilSize = desc->stencilSize;
|
|
|
|
TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
|
|
return TRUE;
|
|
}
|
|
|
|
#undef GLINFO_LOCATION
|
|
|
|
/* DirectDraw stuff */
|
|
WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
|
|
switch(depth) {
|
|
case 8: return WINED3DFMT_P8;
|
|
case 15: return WINED3DFMT_X1R5G5B5;
|
|
case 16: return WINED3DFMT_R5G6B5;
|
|
case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
|
|
case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
|
|
default: return WINED3DFMT_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
|
|
WINED3DMATRIX temp;
|
|
|
|
/* Now do the multiplication 'by hand'.
|
|
I know that all this could be optimised, but this will be done later :-) */
|
|
temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
|
|
temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
|
|
temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
|
|
temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
|
|
|
|
temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
|
|
temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
|
|
temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
|
|
temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
|
|
|
|
temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
|
|
temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
|
|
temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
|
|
temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
|
|
|
|
temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
|
|
temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
|
|
temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
|
|
temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
|
|
|
|
/* And copy the new matrix in the good storage.. */
|
|
memcpy(dest, &temp, 16 * sizeof(float));
|
|
}
|
|
|
|
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
|
|
DWORD size = 0;
|
|
int i;
|
|
int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
|
|
|
if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
|
|
if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
|
|
if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
|
|
if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
|
|
switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
|
|
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
|
|
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
|
|
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
|
|
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
|
|
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
|
|
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
|
|
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
|
|
default: ERR("Unexpected position mask\n");
|
|
}
|
|
for (i = 0; i < numTextures; i++) {
|
|
size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
/***********************************************************************
|
|
* CalculateTexRect
|
|
*
|
|
* Calculates the dimensions of the opengl texture used for blits.
|
|
* Handled oversized opengl textures and updates the source rectangle
|
|
* accordingly
|
|
*
|
|
* Params:
|
|
* This: Surface to operate on
|
|
* Rect: Requested rectangle
|
|
*
|
|
* Returns:
|
|
* TRUE if the texture part can be loaded,
|
|
* FALSE otherwise
|
|
*
|
|
*********************************************************************/
|
|
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
|
|
|
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
|
|
int x1 = Rect->left, x2 = Rect->right;
|
|
int y1 = Rect->top, y2 = Rect->bottom;
|
|
GLint maxSize = GL_LIMITS(texture_size);
|
|
|
|
TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
|
|
Rect->left, Rect->top, Rect->right, Rect->bottom);
|
|
|
|
/* The sizes might be reversed */
|
|
if(Rect->left > Rect->right) {
|
|
x1 = Rect->right;
|
|
x2 = Rect->left;
|
|
}
|
|
if(Rect->top > Rect->bottom) {
|
|
y1 = Rect->bottom;
|
|
y2 = Rect->top;
|
|
}
|
|
|
|
/* No oversized texture? This is easy */
|
|
if(!(This->Flags & SFLAG_OVERSIZE)) {
|
|
/* Which rect from the texture do I need? */
|
|
if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
|
|
glTexCoord[0] = (float) Rect->left;
|
|
glTexCoord[2] = (float) Rect->top;
|
|
glTexCoord[1] = (float) Rect->right;
|
|
glTexCoord[3] = (float) Rect->bottom;
|
|
} else {
|
|
glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
|
|
glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
|
|
glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
|
|
glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
|
|
}
|
|
|
|
return TRUE;
|
|
} else {
|
|
/* Check if we can succeed at all */
|
|
if( (x2 - x1) > maxSize ||
|
|
(y2 - y1) > maxSize ) {
|
|
TRACE("Requested rectangle is too large for gl\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* A part of the texture has to be picked. First, check if
|
|
* some texture part is loaded already, if yes try to re-use it.
|
|
* If the texture is dirty, or the part can't be used,
|
|
* re-position the part to load
|
|
*/
|
|
if(This->Flags & SFLAG_INTEXTURE) {
|
|
if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
|
|
This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
|
|
/* Ok, the rectangle is ok, re-use it */
|
|
TRACE("Using existing gl Texture\n");
|
|
} else {
|
|
/* Rectangle is not ok, dirtify the texture to reload it */
|
|
TRACE("Dirtifying texture to force reload\n");
|
|
This->Flags &= ~SFLAG_INTEXTURE;
|
|
}
|
|
}
|
|
|
|
/* Now if we are dirty(no else if!) */
|
|
if(!(This->Flags & SFLAG_INTEXTURE)) {
|
|
/* Set the new rectangle. Use the following strategy:
|
|
* 1) Use as big textures as possible.
|
|
* 2) Place the texture part in the way that the requested
|
|
* part is in the middle of the texture(well, almost)
|
|
* 3) If the texture is moved over the edges of the
|
|
* surface, replace it nicely
|
|
* 4) If the coord is not limiting the texture size,
|
|
* use the whole size
|
|
*/
|
|
if((This->pow2Width) > maxSize) {
|
|
This->glRect.left = x1 - maxSize / 2;
|
|
if(This->glRect.left < 0) {
|
|
This->glRect.left = 0;
|
|
}
|
|
This->glRect.right = This->glRect.left + maxSize;
|
|
if(This->glRect.right > This->currentDesc.Width) {
|
|
This->glRect.right = This->currentDesc.Width;
|
|
This->glRect.left = This->glRect.right - maxSize;
|
|
}
|
|
} else {
|
|
This->glRect.left = 0;
|
|
This->glRect.right = This->pow2Width;
|
|
}
|
|
|
|
if(This->pow2Height > maxSize) {
|
|
This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
|
|
if(This->glRect.top < 0) This->glRect.top = 0;
|
|
This->glRect.bottom = This->glRect.left + maxSize;
|
|
if(This->glRect.bottom > This->currentDesc.Height) {
|
|
This->glRect.bottom = This->currentDesc.Height;
|
|
This->glRect.top = This->glRect.bottom - maxSize;
|
|
}
|
|
} else {
|
|
This->glRect.top = 0;
|
|
This->glRect.bottom = This->pow2Height;
|
|
}
|
|
TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
|
|
This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
|
|
}
|
|
|
|
/* Re-calculate the rect to draw */
|
|
Rect->left -= This->glRect.left;
|
|
Rect->right -= This->glRect.left;
|
|
Rect->top -= This->glRect.top;
|
|
Rect->bottom -= This->glRect.top;
|
|
|
|
/* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
|
|
* or the pow2Width / pow2Height of the surface.
|
|
*
|
|
* Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
|
|
* as regular GL_TEXTURE_2D.
|
|
*/
|
|
glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
|
|
glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
|
|
glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
|
|
glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
|
|
}
|
|
return TRUE;
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
/* Hash table functions */
|
|
|
|
hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
|
|
{
|
|
hash_table_t *table;
|
|
unsigned int initial_size = 8;
|
|
|
|
table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
|
|
if (!table)
|
|
{
|
|
ERR("Failed to allocate table, returning NULL.\n");
|
|
return NULL;
|
|
}
|
|
|
|
table->hash_function = hash_function;
|
|
table->compare_function = compare_function;
|
|
|
|
table->grow_size = initial_size - (initial_size >> 2);
|
|
table->shrink_size = 0;
|
|
|
|
table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
|
|
if (!table->buckets)
|
|
{
|
|
ERR("Failed to allocate table buckets, returning NULL.\n");
|
|
HeapFree(GetProcessHeap(), 0, table);
|
|
return NULL;
|
|
}
|
|
table->bucket_count = initial_size;
|
|
|
|
table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
|
|
if (!table->entries)
|
|
{
|
|
ERR("Failed to allocate table entries, returning NULL.\n");
|
|
HeapFree(GetProcessHeap(), 0, table->buckets);
|
|
HeapFree(GetProcessHeap(), 0, table);
|
|
return NULL;
|
|
}
|
|
table->entry_count = 0;
|
|
|
|
list_init(&table->free_entries);
|
|
table->count = 0;
|
|
|
|
return table;
|
|
}
|
|
|
|
void hash_table_destroy(hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
|
|
{
|
|
unsigned int i = 0;
|
|
|
|
for (i = 0; i < table->entry_count; ++i)
|
|
{
|
|
if(free_value) {
|
|
free_value(table->entries[i].value, cb);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, table->entries[i].key);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, table->entries);
|
|
HeapFree(GetProcessHeap(), 0, table->buckets);
|
|
HeapFree(GetProcessHeap(), 0, table);
|
|
}
|
|
|
|
static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
|
|
{
|
|
hash_table_entry_t *entry;
|
|
|
|
if (table->buckets[idx].next)
|
|
LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
|
|
if (table->compare_function(entry->key, key)) return entry;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
|
|
{
|
|
unsigned int new_entry_count = 0;
|
|
hash_table_entry_t *new_entries;
|
|
struct list *new_buckets;
|
|
unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
|
|
unsigned int i;
|
|
|
|
new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
|
|
if (!new_buckets)
|
|
{
|
|
ERR("Failed to allocate new buckets, returning FALSE.\n");
|
|
return FALSE;
|
|
}
|
|
|
|
new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
|
|
if (!new_entries)
|
|
{
|
|
ERR("Failed to allocate new entries, returning FALSE.\n");
|
|
HeapFree(GetProcessHeap(), 0, new_buckets);
|
|
return FALSE;
|
|
}
|
|
|
|
for (i = 0; i < table->bucket_count; ++i)
|
|
{
|
|
if (table->buckets[i].next)
|
|
{
|
|
hash_table_entry_t *entry, *entry2;
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
|
|
{
|
|
int j;
|
|
hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
|
|
*new_entry = *entry;
|
|
|
|
j = new_entry->hash & (new_bucket_count - 1);
|
|
|
|
if (!new_buckets[j].next) list_init(&new_buckets[j]);
|
|
list_add_head(&new_buckets[j], &new_entry->entry);
|
|
}
|
|
}
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, table->buckets);
|
|
table->buckets = new_buckets;
|
|
|
|
HeapFree(GetProcessHeap(), 0, table->entries);
|
|
table->entries = new_entries;
|
|
|
|
table->entry_count = new_entry_count;
|
|
list_init(&table->free_entries);
|
|
|
|
table->bucket_count = new_bucket_count;
|
|
table->grow_size = grow_size;
|
|
table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void hash_table_put(hash_table_t *table, void *key, void *value)
|
|
{
|
|
unsigned int idx;
|
|
unsigned int hash;
|
|
hash_table_entry_t *entry;
|
|
|
|
hash = table->hash_function(key);
|
|
idx = hash & (table->bucket_count - 1);
|
|
entry = hash_table_get_by_idx(table, key, idx);
|
|
|
|
if (entry)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, key);
|
|
entry->value = value;
|
|
|
|
if (!value)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, entry->key);
|
|
entry->key = NULL;
|
|
|
|
/* Remove the entry */
|
|
list_remove(&entry->entry);
|
|
list_add_head(&table->free_entries, &entry->entry);
|
|
|
|
--table->count;
|
|
|
|
/* Shrink if necessary */
|
|
if (table->count < table->shrink_size) {
|
|
if (!hash_table_resize(table, table->bucket_count >> 1))
|
|
{
|
|
ERR("Failed to shrink the table...\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (!value) return;
|
|
|
|
/* Grow if necessary */
|
|
if (table->count >= table->grow_size)
|
|
{
|
|
if (!hash_table_resize(table, table->bucket_count << 1))
|
|
{
|
|
ERR("Failed to grow the table, returning.\n");
|
|
return;
|
|
}
|
|
|
|
idx = hash & (table->bucket_count - 1);
|
|
}
|
|
|
|
/* Find an entry to insert */
|
|
if (!list_empty(&table->free_entries))
|
|
{
|
|
struct list *elem = list_head(&table->free_entries);
|
|
|
|
list_remove(elem);
|
|
entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
|
|
} else {
|
|
entry = table->entries + (table->entry_count++);
|
|
}
|
|
|
|
/* Insert the entry */
|
|
entry->key = key;
|
|
entry->value = value;
|
|
entry->hash = hash;
|
|
if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
|
|
list_add_head(&table->buckets[idx], &entry->entry);
|
|
|
|
++table->count;
|
|
}
|
|
|
|
void hash_table_remove(hash_table_t *table, void *key)
|
|
{
|
|
hash_table_put(table, key, NULL);
|
|
}
|
|
|
|
void *hash_table_get(hash_table_t *table, void *key)
|
|
{
|
|
unsigned int idx;
|
|
hash_table_entry_t *entry;
|
|
|
|
idx = table->hash_function(key) & (table->bucket_count - 1);
|
|
entry = hash_table_get_by_idx(table, key, idx);
|
|
|
|
return entry ? entry->value : NULL;
|
|
}
|
|
|
|
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
|
|
void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype) {
|
|
#define ARG1 0x01
|
|
#define ARG2 0x02
|
|
#define ARG0 0x04
|
|
static const unsigned char args[WINED3DTOP_LERP + 1] = {
|
|
/* undefined */ 0,
|
|
/* D3DTOP_DISABLE */ 0,
|
|
/* D3DTOP_SELECTARG1 */ ARG1,
|
|
/* D3DTOP_SELECTARG2 */ ARG2,
|
|
/* D3DTOP_MODULATE */ ARG1 | ARG2,
|
|
/* D3DTOP_MODULATE2X */ ARG1 | ARG2,
|
|
/* D3DTOP_MODULATE4X */ ARG1 | ARG2,
|
|
/* D3DTOP_ADD */ ARG1 | ARG2,
|
|
/* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
|
|
/* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
|
|
/* D3DTOP_SUBTRACT */ ARG1 | ARG2,
|
|
/* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
|
|
/* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
|
|
/* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
|
|
/* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
|
|
/* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
|
|
/* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
|
|
/* D3DTOP_PREMODULATE */ ARG1 | ARG2,
|
|
/* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
|
|
/* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
|
|
/* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
|
|
/* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
|
|
/* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
|
|
/* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
|
|
/* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
|
|
/* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
|
|
/* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
|
|
};
|
|
unsigned int i;
|
|
DWORD ttff;
|
|
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
|
|
|
|
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
|
|
IWineD3DBaseTextureImpl *texture;
|
|
settings->op[i].padding = 0;
|
|
if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
|
settings->op[i].cop = WINED3DTOP_DISABLE;
|
|
settings->op[i].aop = WINED3DTOP_DISABLE;
|
|
/* 0x3F: set all 6 bits of the args to 1 */
|
|
settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = 0x3F;
|
|
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = 0x3F;
|
|
settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
|
|
settings->op[i].dst = resultreg;
|
|
settings->op[i].tex_type = tex_1d;
|
|
settings->op[i].projected = proj_none;
|
|
i++;
|
|
break;
|
|
}
|
|
|
|
texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
|
|
if(texture) {
|
|
settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
|
|
if(ignore_textype) {
|
|
settings->op[i].tex_type = tex_1d;
|
|
} else {
|
|
switch(stateblock->textureDimensions[i]) {
|
|
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_correction = WINED3DFMT_UNKNOWN;
|
|
settings->op[i].tex_type = tex_1d;
|
|
}
|
|
|
|
cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
|
|
aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
|
|
|
|
carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
|
|
carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
|
|
carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
|
|
|
|
if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
|
|
carg1, carg2, carg0)) {
|
|
carg0 = 0xffffffff;
|
|
carg2 = 0xffffffff;
|
|
carg1 = WINED3DTA_CURRENT;
|
|
cop = WINED3DTOP_SELECTARG1;
|
|
}
|
|
|
|
aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
|
|
aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
|
|
aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
|
|
|
|
if(i == 0 && stateblock->textures[0] &&
|
|
stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
|
|
(stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
|
|
stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
|
|
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
|
|
|
|
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
|
|
getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
|
|
|
|
if(aop == WINED3DTOP_DISABLE) {
|
|
aarg1 = WINED3DTA_TEXTURE;
|
|
aop = WINED3DTOP_SELECTARG1;
|
|
}
|
|
else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
|
|
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
|
|
aarg2 = WINED3DTA_TEXTURE;
|
|
aop = WINED3DTOP_MODULATE;
|
|
}
|
|
else aarg1 = WINED3DTA_TEXTURE;
|
|
}
|
|
else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
|
|
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
|
|
aarg1 = WINED3DTA_TEXTURE;
|
|
aop = WINED3DTOP_MODULATE;
|
|
}
|
|
else aarg2 = WINED3DTA_TEXTURE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
|
|
aarg1, aarg2, aarg0)) {
|
|
aarg0 = 0xffffffff;
|
|
aarg2 = 0xffffffff;
|
|
aarg1 = WINED3DTA_CURRENT;
|
|
aop = WINED3DTOP_SELECTARG1;
|
|
}
|
|
|
|
if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
|
|
aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
|
|
ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
|
|
if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
|
|
settings->op[i].projected = proj_count3;
|
|
} else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
|
|
settings->op[i].projected = proj_count4;
|
|
} else {
|
|
settings->op[i].projected = proj_none;
|
|
}
|
|
} else {
|
|
settings->op[i].projected = proj_none;
|
|
}
|
|
|
|
settings->op[i].cop = cop;
|
|
settings->op[i].aop = aop;
|
|
settings->op[i].carg0 = carg0;
|
|
settings->op[i].carg1 = carg1;
|
|
settings->op[i].carg2 = carg2;
|
|
settings->op[i].aarg0 = aarg0;
|
|
settings->op[i].aarg1 = aarg1;
|
|
settings->op[i].aarg2 = aarg2;
|
|
|
|
if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
|
|
settings->op[i].dst = tempreg;
|
|
} else {
|
|
settings->op[i].dst = resultreg;
|
|
}
|
|
}
|
|
|
|
/* Clear unsupported stages */
|
|
for(; i < MAX_TEXTURES; i++) {
|
|
memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
|
|
}
|
|
|
|
if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
|
|
settings->fog = FOG_OFF;
|
|
} else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
|
switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
|
|
case WINED3DFOG_NONE:
|
|
case WINED3DFOG_LINEAR:
|
|
settings->fog = FOG_LINEAR;
|
|
break;
|
|
case WINED3DFOG_EXP:
|
|
settings->fog = FOG_EXP;
|
|
break;
|
|
case WINED3DFOG_EXP2:
|
|
settings->fog = FOG_EXP2;
|
|
break;
|
|
}
|
|
} else {
|
|
switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
|
|
case WINED3DFOG_LINEAR:
|
|
settings->fog = FOG_LINEAR;
|
|
break;
|
|
case WINED3DFOG_EXP:
|
|
settings->fog = FOG_EXP;
|
|
break;
|
|
case WINED3DFOG_EXP2:
|
|
settings->fog = FOG_EXP2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings)
|
|
{
|
|
return (struct ffp_desc *)hash_table_get(fragment_shaders, settings);}
|
|
|
|
void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc) {
|
|
struct ffp_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
|
|
/* Note that the key is the implementation independent part of the ffp_desc structure,
|
|
* whereas desc points to an extended structure with implementation specific parts.
|
|
* Make a copy of the key because hash_table_put takes ownership of it
|
|
*/
|
|
*key = desc->settings;
|
|
hash_table_put(shaders, key, desc);
|
|
}
|
|
|
|
/* Activates the texture dimension according to the bound D3D texture.
|
|
* Does not care for the colorop or correct gl texture unit(when using nvrc)
|
|
* Requires the caller to activate the correct unit before
|
|
*/
|
|
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
|
|
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
if(stateblock->textures[stage]) {
|
|
switch(stateblock->textureDimensions[stage]) {
|
|
case GL_TEXTURE_2D:
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable(GL_TEXTURE_3D)");
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
}
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
}
|
|
glEnable(GL_TEXTURE_2D);
|
|
checkGLcall("glEnable(GL_TEXTURE_2D)");
|
|
break;
|
|
case GL_TEXTURE_RECTANGLE_ARB:
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable(GL_TEXTURE_2D)");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable(GL_TEXTURE_3D)");
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
}
|
|
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
}
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable(GL_TEXTURE_2D)");
|
|
glEnable(GL_TEXTURE_3D);
|
|
checkGLcall("glEnable(GL_TEXTURE_3D)");
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
glDisable(GL_TEXTURE_2D);
|
|
checkGLcall("glDisable(GL_TEXTURE_2D)");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable(GL_TEXTURE_3D)");
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
}
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
break;
|
|
}
|
|
} else {
|
|
glEnable(GL_TEXTURE_2D);
|
|
checkGLcall("glEnable(GL_TEXTURE_2D)");
|
|
glDisable(GL_TEXTURE_3D);
|
|
checkGLcall("glDisable(GL_TEXTURE_3D)");
|
|
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
|
}
|
|
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
|
}
|
|
/* Binding textures is done by samplers. A dummy texture will be bound */
|
|
}
|
|
}
|
|
|
|
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
|
DWORD sampler = state - STATE_SAMPLER(0);
|
|
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
|
|
|
|
/* No need to enable / disable anything here for unused samplers. The tex_colorop
|
|
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
|
|
* will take care of this business
|
|
*/
|
|
if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
|
|
if(sampler >= stateblock->lowest_disabled_stage) return;
|
|
if(use_ps(stateblock->wineD3DDevice)) return;
|
|
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
|
|
|
|
texture_activate_dimensions(sampler, stateblock, context);
|
|
}
|
|
#undef GLINFO_LOCATION
|
|
|
|
unsigned int ffp_program_key_hash(void *key) {
|
|
struct ffp_settings *k = (struct ffp_settings *)key;
|
|
unsigned int hash = 0, i;
|
|
DWORD *blob;
|
|
|
|
/* This takes the texture op settings of stage 0 and 1 into account.
|
|
* how exactly depends on the memory laybout of the compiler, but it
|
|
* should not matter too much. Stages > 1 are used rarely, so there's
|
|
* no need to process them. Even if they're used it is likely that
|
|
* the ffp setup has distinct stage 0 and 1 settings.
|
|
*/
|
|
for(i = 0; i < 2; i++) {
|
|
blob = (DWORD *) &k->op[i];
|
|
hash ^= blob[0] ^ blob[1];
|
|
}
|
|
|
|
hash += ~(hash << 15);
|
|
hash ^= (hash >> 10);
|
|
hash += (hash << 3);
|
|
hash ^= (hash >> 6);
|
|
hash += ~(hash << 11);
|
|
hash ^= (hash >> 16);
|
|
|
|
return hash;
|
|
}
|
|
|
|
BOOL ffp_program_key_compare(void *keya, void *keyb) {
|
|
struct ffp_settings *ka = (struct ffp_settings *)keya;
|
|
struct ffp_settings *kb = (struct ffp_settings *)keyb;
|
|
|
|
return memcmp(ka, kb, sizeof(*ka)) == 0;
|
|
}
|