Sweden-Number/dlls/wined3d/utils.c

2302 lines
108 KiB
C

/*
* Utility functions for the WineD3D Library
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/*****************************************************************************
* Pixel format array
*
* For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
* and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
* high masks do not fit into the 32 bit values needed for ddraw. It is only
* used for ddraw mostly, and to figure out if the format has alpha at all, so
* setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
* formats are not usable in 2D rendering because ddraw doesn't support them.
*/
static const StaticPixelFormatDesc formats[] = {
/*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
{WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
/* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
{WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
{WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
{WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
/* IEEE formats */
{WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
{WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
/* Hmm? */
{WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
/* Float */
{WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
/* Palettized formats */
{WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
/* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
{WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
{WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
{WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
{WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
/* Luminance */
{WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
{WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
/* Bump mapping stuff */
{WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
{WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
{WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
{WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
{WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
{WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
{WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
{WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
{WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
{WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
/* Is this a vertex buffer? */
{WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
{WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
/* Vendor-specific formats */
{WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_NVHU ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
{WINED3DFMT_NVHS ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
};
typedef struct {
WINED3DFORMAT fmt;
GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
unsigned int Flags;
} GlPixelFormatDescTemplate;
/*****************************************************************************
* OpenGL format template. Contains unexciting formats which do not need
* extension checks. The order in this table is independent of the order in
* the table StaticPixelFormatDesc above. Not all formats have to be in this
* table.
*/
static const GlPixelFormatDescTemplate gl_formats_template[] = {
/*{ internal ,srgbInternal , rtInternal, format ,type \
,Flags }*/
{WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
,0 },
/* FourCC formats */
/* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
* is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
* d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
* Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
* endian machine
*/
{WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_YV12 ,GL_ALPHA ,GL_ALPHA , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
,0 },
/* IEEE formats */
{WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
,WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_G32R32F ,GL_RG32F ,GL_RG32F , 0, GL_RG ,GL_FLOAT
,WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
,WINED3DFMT_FLAG_RENDERTARGET },
/* Hmm? */
{WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
,0 },
/* Float */
{WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_G16R16F ,GL_RG16F ,GL_RG16F , 0, GL_RG ,GL_HALF_FLOAT_ARB
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
/* Palettized formats */
{WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
,0 },
/* Standard ARGB formats */
{WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A2B10G10R10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A2R10G10B10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
/* Luminance */
{WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,0 },
/* Bump mapping stuff */
{WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
,0 },
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
{WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
{WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
{WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
,WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
/* Is this a vertex buffer? */
{WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
,0 },
/* Vendor-specific formats */
{WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,0 },
{WINED3DFMT_NVHU ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,0 },
{WINED3DFMT_NVHS ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,0 }
};
static inline int getFmtIdx(WINED3DFORMAT fmt) {
/* First check if the format is at the position of its value.
* This will catch the argb formats before the loop is entered
*/
if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
return fmt;
} else {
unsigned int i;
for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
if(formats[i].format == fmt) {
return i;
}
}
}
return -1;
}
#define GLINFO_LOCATION (*gl_info)
BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
{
unsigned int src;
int dst;
gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
if(!gl_info->gl_formats) return FALSE;
/* If a format depends on some extensions, remove them from the table above and initialize them
* after this loop
*/
for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
dst = getFmtIdx(gl_formats_template[src].fmt);
gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
gl_info->gl_formats[dst].color_fixup = COLOR_FIXUP_IDENTITY;
gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
gl_info->gl_formats[dst].heightscale = 1.0;
if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
gl_formats_template[src].rtInternal != 0) {
GLuint tex, fb;
GLenum status;
/* Check if the default internal format is supported as a frame buffer target, otherwise
* fall back to the render target internal.
*
* Try to stick to the standard format if possible, this limits precision differences
*/
while(glGetError());
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, tex, 0));
status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
glDeleteTextures(1, &tex);
checkGLcall("Framebuffer format check");
if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
debug_d3dformat(gl_formats_template[src].fmt));
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
} else {
TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
}
} else {
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
}
}
dst = getFmtIdx(WINED3DFMT_R16F);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
/* When ARB_texture_rg is supported we only require 16-bit for R16F instead of 64-bit RGBA16F */
if(GL_SUPPORT(ARB_TEXTURE_RG))
{
gl_info->gl_formats[dst].glInternal = GL_R16F;
gl_info->gl_formats[dst].glGammaInternal = GL_R16F;
}
dst = getFmtIdx(WINED3DFMT_R32F);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
/* When ARB_texture_rg is supported we only require 32-bit for R32F instead of 128-bit RGBA32F */
if(GL_SUPPORT(ARB_TEXTURE_RG))
{
gl_info->gl_formats[dst].glInternal = GL_R32F;
gl_info->gl_formats[dst].glGammaInternal = GL_R32F;
}
dst = getFmtIdx(WINED3DFMT_G16R16);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
dst = getFmtIdx(WINED3DFMT_G16R16F);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
dst = getFmtIdx(WINED3DFMT_G32R32F);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
* their extensions are not available. GL_ATI_envmap_bumpmap is not used because
* the only driver that implements it(fglrx) has a buggy implementation.
*
* V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
* conversion for this format.
*/
if (!GL_SUPPORT(NV_TEXTURE_SHADER))
{
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
else
{
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
* with each other
*/
dst = getFmtIdx(WINED3DFMT_L6V5U5);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
} else {
/* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
* are converted at surface loading time, but they do not need any modification in
* the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
* WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
*/
}
if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
dst = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
} else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
dst = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc(
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if(!GL_SUPPORT(APPLE_YCBCR_422)) {
dst = getFmtIdx(WINED3DFMT_YUY2);
gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
dst = getFmtIdx(WINED3DFMT_UYVY);
gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
}
dst = getFmtIdx(WINED3DFMT_YV12);
gl_info->gl_formats[dst].heightscale = 1.5;
gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
return TRUE;
}
/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] =
{
{WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
{WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
{WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
{WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
{WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
{WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
{WINED3DDECLTYPE_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
{WINED3DDECLTYPE_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
{WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
{WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
{WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
{WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
{WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
{WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
};
void init_type_lookup(WineD3D_GL_Info *gl_info) {
memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
{
gl_info->glTypeLookup[WINED3DDECLTYPE_D3DCOLOR].format = GL_BGRA;
}
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_HALF_FLOAT_NV;
gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_HALF_FLOAT_NV;
}
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION This->adapter->gl_info
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
const struct GlPixelFormatDesc **glDesc)
{
int idx = getFmtIdx(fmt);
if(idx == -1) {
FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
/* Get the caller a valid pointer */
idx = getFmtIdx(WINED3DFMT_UNKNOWN);
}
if(glDesc) {
if(!gl_info->gl_formats) {
/* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
* all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
* static variables to be initialized to 0.
*/
static const struct GlPixelFormatDesc dummyFmt;
*glDesc = &dummyFmt;
} else {
*glDesc = &gl_info->gl_formats[idx];
}
}
return &formats[idx];
}
/*****************************************************************************
* Trace formatting of useful values
*/
const char* debug_d3dformat(WINED3DFORMAT fmt) {
switch (fmt) {
#define FMT_TO_STR(fmt) case fmt: return #fmt
FMT_TO_STR(WINED3DFMT_UNKNOWN);
FMT_TO_STR(WINED3DFMT_R8G8B8);
FMT_TO_STR(WINED3DFMT_A8R8G8B8);
FMT_TO_STR(WINED3DFMT_X8R8G8B8);
FMT_TO_STR(WINED3DFMT_R5G6B5);
FMT_TO_STR(WINED3DFMT_X1R5G5B5);
FMT_TO_STR(WINED3DFMT_A1R5G5B5);
FMT_TO_STR(WINED3DFMT_A4R4G4B4);
FMT_TO_STR(WINED3DFMT_R3G3B2);
FMT_TO_STR(WINED3DFMT_A8);
FMT_TO_STR(WINED3DFMT_A8R3G3B2);
FMT_TO_STR(WINED3DFMT_X4R4G4B4);
FMT_TO_STR(WINED3DFMT_A2B10G10R10);
FMT_TO_STR(WINED3DFMT_A8B8G8R8);
FMT_TO_STR(WINED3DFMT_X8B8G8R8);
FMT_TO_STR(WINED3DFMT_G16R16);
FMT_TO_STR(WINED3DFMT_A2R10G10B10);
FMT_TO_STR(WINED3DFMT_A16B16G16R16);
FMT_TO_STR(WINED3DFMT_A8P8);
FMT_TO_STR(WINED3DFMT_P8);
FMT_TO_STR(WINED3DFMT_L8);
FMT_TO_STR(WINED3DFMT_A8L8);
FMT_TO_STR(WINED3DFMT_A4L4);
FMT_TO_STR(WINED3DFMT_V8U8);
FMT_TO_STR(WINED3DFMT_L6V5U5);
FMT_TO_STR(WINED3DFMT_X8L8V8U8);
FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
FMT_TO_STR(WINED3DFMT_V16U16);
FMT_TO_STR(WINED3DFMT_W11V11U10);
FMT_TO_STR(WINED3DFMT_A2W10V10U10);
FMT_TO_STR(WINED3DFMT_UYVY);
FMT_TO_STR(WINED3DFMT_YUY2);
FMT_TO_STR(WINED3DFMT_YV12);
FMT_TO_STR(WINED3DFMT_DXT1);
FMT_TO_STR(WINED3DFMT_DXT2);
FMT_TO_STR(WINED3DFMT_DXT3);
FMT_TO_STR(WINED3DFMT_DXT4);
FMT_TO_STR(WINED3DFMT_DXT5);
FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
FMT_TO_STR(WINED3DFMT_D32);
FMT_TO_STR(WINED3DFMT_D15S1);
FMT_TO_STR(WINED3DFMT_D24S8);
FMT_TO_STR(WINED3DFMT_D24X8);
FMT_TO_STR(WINED3DFMT_D24X4S4);
FMT_TO_STR(WINED3DFMT_D16);
FMT_TO_STR(WINED3DFMT_L16);
FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
FMT_TO_STR(WINED3DFMT_D24FS8);
FMT_TO_STR(WINED3DFMT_VERTEXDATA);
FMT_TO_STR(WINED3DFMT_INDEX16);
FMT_TO_STR(WINED3DFMT_INDEX32);
FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
FMT_TO_STR(WINED3DFMT_R16F);
FMT_TO_STR(WINED3DFMT_G16R16F);
FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
FMT_TO_STR(WINED3DFMT_R32F);
FMT_TO_STR(WINED3DFMT_G32R32F);
FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
FMT_TO_STR(WINED3DFMT_CxV8U8);
FMT_TO_STR(WINED3DFMT_ATI2N);
FMT_TO_STR(WINED3DFMT_NVHU);
FMT_TO_STR(WINED3DFMT_NVHS);
#undef FMT_TO_STR
default:
{
char fourcc[5];
fourcc[0] = (char)(fmt);
fourcc[1] = (char)(fmt >> 8);
fourcc[2] = (char)(fmt >> 16);
fourcc[3] = (char)(fmt >> 24);
fourcc[4] = 0;
if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
else
FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
}
return "unrecognized";
}
}
const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
switch (devtype) {
#define DEVTYPE_TO_STR(dev) case dev: return #dev
DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
#undef DEVTYPE_TO_STR
default:
FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
return "unrecognized";
}
}
const char* debug_d3dusage(DWORD usage) {
switch (usage & WINED3DUSAGE_MASK) {
#define WINED3DUSAGE_TO_STR(u) case u: return #u
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
#undef WINED3DUSAGE_TO_STR
case 0: return "none";
default:
FIXME("Unrecognized %u Usage!\n", usage);
return "unrecognized";
}
}
const char* debug_d3dusagequery(DWORD usagequery) {
switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
#define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
#undef WINED3DUSAGEQUERY_TO_STR
case 0: return "none";
default:
FIXME("Unrecognized %u Usage Query!\n", usagequery);
return "unrecognized";
}
}
const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
switch (method) {
#define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
#undef WINED3DDECLMETHOD_TO_STR
default:
FIXME("Unrecognized %u declaration method!\n", method);
return "unrecognized";
}
}
const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
switch (type) {
#define WINED3DDECLTYPE_TO_STR(u) case u: return #u
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
#undef WINED3DDECLTYPE_TO_STR
default:
FIXME("Unrecognized %u declaration type!\n", type);
return "unrecognized";
}
}
const char* debug_d3ddeclusage(BYTE usage) {
switch (usage) {
#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
#undef WINED3DDECLUSAGE_TO_STR
default:
FIXME("Unrecognized %u declaration usage!\n", usage);
return "unrecognized";
}
}
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
switch (res) {
#define RES_TO_STR(res) case res: return #res
RES_TO_STR(WINED3DRTYPE_SURFACE);
RES_TO_STR(WINED3DRTYPE_VOLUME);
RES_TO_STR(WINED3DRTYPE_TEXTURE);
RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
#undef RES_TO_STR
default:
FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
return "unrecognized";
}
}
const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
switch (PrimitiveType) {
#define PRIM_TO_STR(prim) case prim: return #prim
PRIM_TO_STR(WINED3DPT_POINTLIST);
PRIM_TO_STR(WINED3DPT_LINELIST);
PRIM_TO_STR(WINED3DPT_LINESTRIP);
PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
#undef PRIM_TO_STR
default:
FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
return "unrecognized";
}
}
const char* debug_d3drenderstate(DWORD state) {
switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
D3DSTATE_TO_STR(WINED3DRS_WRAPU );
D3DSTATE_TO_STR(WINED3DRS_WRAPV );
D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
D3DSTATE_TO_STR(WINED3DRS_ROP2 );
D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
D3DSTATE_TO_STR(WINED3DRS_FOGEND );
D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u render state!\n", state);
return "unrecognized";
}
}
const char* debug_d3dsamplerstate(DWORD state) {
switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u sampler state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
switch (filter_type) {
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
#undef D3DTEXTUREFILTERTYPE_TO_STR
default:
FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
return "unrecognized";
}
}
const char* debug_d3dtexturestate(DWORD state) {
switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u texture state!\n", state);
return "unrecognized";
}
}
const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
switch (d3dtop) {
#define D3DTOP_TO_STR(u) case u: return #u
D3DTOP_TO_STR(WINED3DTOP_DISABLE);
D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
D3DTOP_TO_STR(WINED3DTOP_MODULATE);
D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
D3DTOP_TO_STR(WINED3DTOP_ADD);
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
D3DTOP_TO_STR(WINED3DTOP_LERP);
#undef D3DTOP_TO_STR
default:
FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
return "unrecognized";
}
}
const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
switch (tstype) {
#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
TSTYPE_TO_STR(WINED3DTS_VIEW);
TSTYPE_TO_STR(WINED3DTS_PROJECTION);
TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512) {
FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
return ("WINED3DTS_WORLDMATRIX > 0");
}
FIXME("Unrecognized %u WINED3DTS\n", tstype);
return "unrecognized";
}
}
const char* debug_d3dpool(WINED3DPOOL Pool) {
switch (Pool) {
#define POOL_TO_STR(p) case p: return #p
POOL_TO_STR(WINED3DPOOL_DEFAULT);
POOL_TO_STR(WINED3DPOOL_MANAGED);
POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
POOL_TO_STR(WINED3DPOOL_SCRATCH);
#undef POOL_TO_STR
default:
FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
return "unrecognized";
}
}
const char *debug_fbostatus(GLenum status) {
switch(status) {
#define FBOSTATUS_TO_STR(u) case u: return #u
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
#undef FBOSTATUS_TO_STR
default:
FIXME("Unrecognied FBO status 0x%08x\n", status);
return "unrecognized";
}
}
const char *debug_glerror(GLenum error) {
switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
GLERROR_TO_STR(GL_NO_ERROR);
GLERROR_TO_STR(GL_INVALID_ENUM);
GLERROR_TO_STR(GL_INVALID_VALUE);
GLERROR_TO_STR(GL_INVALID_OPERATION);
GLERROR_TO_STR(GL_STACK_OVERFLOW);
GLERROR_TO_STR(GL_STACK_UNDERFLOW);
GLERROR_TO_STR(GL_OUT_OF_MEMORY);
GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
#undef GLERROR_TO_STR
default:
FIXME("Unrecognied GL error 0x%08x\n", error);
return "unrecognized";
}
}
const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
switch(basis) {
case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
default: return "unrecognized";
}
}
const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
switch(degree) {
case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
default: return "unrecognized";
}
}
const char *debug_fixup_channel_source(enum fixup_channel_source source)
{
switch(source)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
WINED3D_TO_STR(CHANNEL_SOURCE_X);
WINED3D_TO_STR(CHANNEL_SOURCE_Y);
WINED3D_TO_STR(CHANNEL_SOURCE_Z);
WINED3D_TO_STR(CHANNEL_SOURCE_W);
WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized fixup_channel_source %#x\n", source);
return "unrecognized";
}
}
const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
{
switch(yuv_fixup)
{
#define WINED3D_TO_STR(x) case x: return #x
WINED3D_TO_STR(YUV_FIXUP_YUY2);
WINED3D_TO_STR(YUV_FIXUP_UYVY);
WINED3D_TO_STR(YUV_FIXUP_YV12);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
return "unrecognized";
}
}
void dump_color_fixup_desc(struct color_fixup_desc fixup)
{
if (is_yuv_fixup(fixup))
{
TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
return;
}
TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
}
/*****************************************************************************
* Useful functions mapping GL <-> D3D values
*/
GLenum StencilOp(DWORD op) {
switch(op) {
case WINED3DSTENCILOP_KEEP : return GL_KEEP;
case WINED3DSTENCILOP_ZERO : return GL_ZERO;
case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
case WINED3DSTENCILOP_INVERT : return GL_INVERT;
case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
default:
FIXME("Unrecognized stencil op %d\n", op);
return GL_KEEP;
}
}
GLenum CompareFunc(DWORD func) {
switch ((WINED3DCMPFUNC)func) {
case WINED3DCMP_NEVER : return GL_NEVER;
case WINED3DCMP_LESS : return GL_LESS;
case WINED3DCMP_EQUAL : return GL_EQUAL;
case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
case WINED3DCMP_GREATER : return GL_GREATER;
case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
case WINED3DCMP_ALWAYS : return GL_ALWAYS;
default:
FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
return 0;
}
}
BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
if (op == WINED3DTOP_DISABLE) return FALSE;
if (This->stateBlock->textures[stage]) return FALSE;
if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3DTOP_SELECTARG2) return TRUE;
if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3DTOP_SELECTARG1) return TRUE;
if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
return FALSE;
}
/* Setup this textures matrix according to the texture flags*/
void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
BOOL ffp_proj_control)
{
float mat[16];
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
glLoadIdentity();
checkGLcall("glLoadIdentity()");
return;
}
if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
return;
}
memcpy(mat, smat, 16 * sizeof(float));
if (flags & WINED3DTTFF_PROJECTED) {
if(!ffp_proj_control) {
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT2:
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
mat[1] = mat[5] = mat[9] = mat[13] = 0;
break;
case WINED3DTTFF_COUNT3:
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
mat[2] = mat[6] = mat[10] = mat[14] = 0;
break;
}
}
} else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
if(!calculatedCoords) {
switch(coordtype) {
case WINED3DDECLTYPE_FLOAT1:
/* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
* swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
* the input value to the transformation will be 0, so the matrix value is irrelevant
*/
mat[12] = mat[4];
mat[13] = mat[5];
mat[14] = mat[6];
mat[15] = mat[7];
break;
case WINED3DDECLTYPE_FLOAT2:
/* See above, just 3rd and 4th coord
*/
mat[12] = mat[8];
mat[13] = mat[9];
mat[14] = mat[10];
mat[15] = mat[11];
break;
case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
/* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
* into a bad place. The division elimination below will apply to make sure the
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
*/
case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
break;
default:
FIXME("Unexpected fixed function texture coord input\n");
}
}
if(!ffp_proj_control) {
switch (flags & ~WINED3DTTFF_PROJECTED) {
/* case WINED3DTTFF_COUNT1: Won't ever get here */
case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
/* OpenGL divides the first 3 vertex coord by the 4th by default,
* which is essentially the same as D3DTTFF_PROJECTED. Make sure that
* the 4th coord evaluates to 1.0 to eliminate that.
*
* If the fixed function pipeline is used, the 4th value remains unused,
* so there is no danger in doing this. With vertex shaders we have a
* problem. Should an app hit that problem, the code here would have to
* check for pixel shaders, and the shader has to undo the default gl divide.
*
* A more serious problem occurs if the app passes 4 coordinates in, and the
* 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
* or a replacement shader
*/
default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
}
}
}
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
{
unsigned int count;
for (count = 0; mask; ++count)
{
mask &= mask - 1;
}
return count;
}
/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
* The later function requires individual color components. */
BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
{
const StaticPixelFormatDesc *desc;
TRACE("fmt: %s\n", debug_d3dformat(fmt));
switch(fmt)
{
case WINED3DFMT_X8R8G8B8:
case WINED3DFMT_R8G8B8:
case WINED3DFMT_A8R8G8B8:
case WINED3DFMT_A2R10G10B10:
case WINED3DFMT_X1R5G5B5:
case WINED3DFMT_A1R5G5B5:
case WINED3DFMT_R5G6B5:
case WINED3DFMT_X4R4G4B4:
case WINED3DFMT_A4R4G4B4:
case WINED3DFMT_R3G3B2:
case WINED3DFMT_A8P8:
case WINED3DFMT_P8:
break;
default:
ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
return FALSE;
}
desc = getFormatDescEntry(fmt, NULL, NULL);
if(!desc)
{
ERR("Unable to look up format: 0x%x\n", fmt);
return FALSE;
}
*redSize = count_bits(desc->redMask);
*greenSize = count_bits(desc->greenMask);
*blueSize = count_bits(desc->blueMask);
*alphaSize = count_bits(desc->alphaMask);
*totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
return TRUE;
}
/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
{
const StaticPixelFormatDesc *desc;
TRACE("fmt: %s\n", debug_d3dformat(fmt));
switch(fmt)
{
case WINED3DFMT_D16_LOCKABLE:
case WINED3DFMT_D16:
case WINED3DFMT_D15S1:
case WINED3DFMT_D24X8:
case WINED3DFMT_D24X4S4:
case WINED3DFMT_D24S8:
case WINED3DFMT_D24FS8:
case WINED3DFMT_D32:
case WINED3DFMT_D32F_LOCKABLE:
break;
default:
FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
return FALSE;
}
desc = getFormatDescEntry(fmt, NULL, NULL);
if(!desc)
{
ERR("Unable to look up format: 0x%x\n", fmt);
return FALSE;
}
*depthSize = desc->depthSize;
*stencilSize = desc->stencilSize;
TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
return TRUE;
}
#undef GLINFO_LOCATION
/* DirectDraw stuff */
WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
switch(depth) {
case 8: return WINED3DFMT_P8;
case 15: return WINED3DFMT_X1R5G5B5;
case 16: return WINED3DFMT_R5G6B5;
case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
default: return WINED3DFMT_UNKNOWN;
}
}
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
WINED3DMATRIX temp;
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
/* And copy the new matrix in the good storage.. */
memcpy(dest, &temp, 16 * sizeof(float));
}
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
DWORD size = 0;
int i;
int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
default: ERR("Unexpected position mask\n");
}
for (i = 0; i < numTextures; i++) {
size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
}
return size;
}
/***********************************************************************
* CalculateTexRect
*
* Calculates the dimensions of the opengl texture used for blits.
* Handled oversized opengl textures and updates the source rectangle
* accordingly
*
* Params:
* This: Surface to operate on
* Rect: Requested rectangle
*
* Returns:
* TRUE if the texture part can be loaded,
* FALSE otherwise
*
*********************************************************************/
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
int x1 = Rect->left, x2 = Rect->right;
int y1 = Rect->top, y2 = Rect->bottom;
GLint maxSize = GL_LIMITS(texture_size);
TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
Rect->left, Rect->top, Rect->right, Rect->bottom);
/* The sizes might be reversed */
if(Rect->left > Rect->right) {
x1 = Rect->right;
x2 = Rect->left;
}
if(Rect->top > Rect->bottom) {
y1 = Rect->bottom;
y2 = Rect->top;
}
/* No oversized texture? This is easy */
if(!(This->Flags & SFLAG_OVERSIZE)) {
/* Which rect from the texture do I need? */
if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
glTexCoord[0] = (float) Rect->left;
glTexCoord[2] = (float) Rect->top;
glTexCoord[1] = (float) Rect->right;
glTexCoord[3] = (float) Rect->bottom;
} else {
glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
}
return TRUE;
} else {
/* Check if we can succeed at all */
if( (x2 - x1) > maxSize ||
(y2 - y1) > maxSize ) {
TRACE("Requested rectangle is too large for gl\n");
return FALSE;
}
/* A part of the texture has to be picked. First, check if
* some texture part is loaded already, if yes try to re-use it.
* If the texture is dirty, or the part can't be used,
* re-position the part to load
*/
if(This->Flags & SFLAG_INTEXTURE) {
if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
/* Ok, the rectangle is ok, re-use it */
TRACE("Using existing gl Texture\n");
} else {
/* Rectangle is not ok, dirtify the texture to reload it */
TRACE("Dirtifying texture to force reload\n");
This->Flags &= ~SFLAG_INTEXTURE;
}
}
/* Now if we are dirty(no else if!) */
if(!(This->Flags & SFLAG_INTEXTURE)) {
/* Set the new rectangle. Use the following strategy:
* 1) Use as big textures as possible.
* 2) Place the texture part in the way that the requested
* part is in the middle of the texture(well, almost)
* 3) If the texture is moved over the edges of the
* surface, replace it nicely
* 4) If the coord is not limiting the texture size,
* use the whole size
*/
if((This->pow2Width) > maxSize) {
This->glRect.left = x1 - maxSize / 2;
if(This->glRect.left < 0) {
This->glRect.left = 0;
}
This->glRect.right = This->glRect.left + maxSize;
if(This->glRect.right > This->currentDesc.Width) {
This->glRect.right = This->currentDesc.Width;
This->glRect.left = This->glRect.right - maxSize;
}
} else {
This->glRect.left = 0;
This->glRect.right = This->pow2Width;
}
if(This->pow2Height > maxSize) {
This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
if(This->glRect.top < 0) This->glRect.top = 0;
This->glRect.bottom = This->glRect.left + maxSize;
if(This->glRect.bottom > This->currentDesc.Height) {
This->glRect.bottom = This->currentDesc.Height;
This->glRect.top = This->glRect.bottom - maxSize;
}
} else {
This->glRect.top = 0;
This->glRect.bottom = This->pow2Height;
}
TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
}
/* Re-calculate the rect to draw */
Rect->left -= This->glRect.left;
Rect->right -= This->glRect.left;
Rect->top -= This->glRect.top;
Rect->bottom -= This->glRect.top;
/* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
* or the pow2Width / pow2Height of the surface.
*
* Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
* as regular GL_TEXTURE_2D.
*/
glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
}
return TRUE;
}
#undef GLINFO_LOCATION
/* Hash table functions */
struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
{
struct hash_table_t *table;
unsigned int initial_size = 8;
table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
if (!table)
{
ERR("Failed to allocate table, returning NULL.\n");
return NULL;
}
table->hash_function = hash_function;
table->compare_function = compare_function;
table->grow_size = initial_size - (initial_size >> 2);
table->shrink_size = 0;
table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
if (!table->buckets)
{
ERR("Failed to allocate table buckets, returning NULL.\n");
HeapFree(GetProcessHeap(), 0, table);
return NULL;
}
table->bucket_count = initial_size;
table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
if (!table->entries)
{
ERR("Failed to allocate table entries, returning NULL.\n");
HeapFree(GetProcessHeap(), 0, table->buckets);
HeapFree(GetProcessHeap(), 0, table);
return NULL;
}
table->entry_count = 0;
list_init(&table->free_entries);
table->count = 0;
return table;
}
void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
{
unsigned int i = 0;
for (i = 0; i < table->entry_count; ++i)
{
if(free_value) {
free_value(table->entries[i].value, cb);
}
HeapFree(GetProcessHeap(), 0, table->entries[i].key);
}
HeapFree(GetProcessHeap(), 0, table->entries);
HeapFree(GetProcessHeap(), 0, table->buckets);
HeapFree(GetProcessHeap(), 0, table);
}
void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context)
{
unsigned int i = 0;
for (i = 0; i < table->entry_count; ++i)
{
callback(table->entries[i].value, context);
}
}
static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
unsigned int idx)
{
struct hash_table_entry_t *entry;
if (table->buckets[idx].next)
LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
if (table->compare_function(entry->key, key)) return entry;
return NULL;
}
static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
{
unsigned int new_entry_count = 0;
struct hash_table_entry_t *new_entries;
struct list *new_buckets;
unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
unsigned int i;
new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
if (!new_buckets)
{
ERR("Failed to allocate new buckets, returning FALSE.\n");
return FALSE;
}
new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
if (!new_entries)
{
ERR("Failed to allocate new entries, returning FALSE.\n");
HeapFree(GetProcessHeap(), 0, new_buckets);
return FALSE;
}
for (i = 0; i < table->bucket_count; ++i)
{
if (table->buckets[i].next)
{
struct hash_table_entry_t *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
{
int j;
struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
*new_entry = *entry;
j = new_entry->hash & (new_bucket_count - 1);
if (!new_buckets[j].next) list_init(&new_buckets[j]);
list_add_head(&new_buckets[j], &new_entry->entry);
}
}
}
HeapFree(GetProcessHeap(), 0, table->buckets);
table->buckets = new_buckets;
HeapFree(GetProcessHeap(), 0, table->entries);
table->entries = new_entries;
table->entry_count = new_entry_count;
list_init(&table->free_entries);
table->bucket_count = new_bucket_count;
table->grow_size = grow_size;
table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
return TRUE;
}
void hash_table_put(struct hash_table_t *table, void *key, void *value)
{
unsigned int idx;
unsigned int hash;
struct hash_table_entry_t *entry;
hash = table->hash_function(key);
idx = hash & (table->bucket_count - 1);
entry = hash_table_get_by_idx(table, key, idx);
if (entry)
{
HeapFree(GetProcessHeap(), 0, key);
entry->value = value;
if (!value)
{
HeapFree(GetProcessHeap(), 0, entry->key);
entry->key = NULL;
/* Remove the entry */
list_remove(&entry->entry);
list_add_head(&table->free_entries, &entry->entry);
--table->count;
/* Shrink if necessary */
if (table->count < table->shrink_size) {
if (!hash_table_resize(table, table->bucket_count >> 1))
{
ERR("Failed to shrink the table...\n");
}
}
}
return;
}
if (!value) return;
/* Grow if necessary */
if (table->count >= table->grow_size)
{
if (!hash_table_resize(table, table->bucket_count << 1))
{
ERR("Failed to grow the table, returning.\n");
return;
}
idx = hash & (table->bucket_count - 1);
}
/* Find an entry to insert */
if (!list_empty(&table->free_entries))
{
struct list *elem = list_head(&table->free_entries);
list_remove(elem);
entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
} else {
entry = table->entries + (table->entry_count++);
}
/* Insert the entry */
entry->key = key;
entry->value = value;
entry->hash = hash;
if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
list_add_head(&table->buckets[idx], &entry->entry);
++table->count;
}
void hash_table_remove(struct hash_table_t *table, void *key)
{
hash_table_put(table, key, NULL);
}
void *hash_table_get(const struct hash_table_t *table, const void *key)
{
unsigned int idx;
struct hash_table_entry_t *entry;
idx = table->hash_function(key) & (table->bucket_count - 1);
entry = hash_table_get_by_idx(table, key, idx);
return entry ? entry->value : NULL;
}
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
static const unsigned char args[WINED3DTOP_LERP + 1] = {
/* undefined */ 0,
/* D3DTOP_DISABLE */ 0,
/* D3DTOP_SELECTARG1 */ ARG1,
/* D3DTOP_SELECTARG2 */ ARG2,
/* D3DTOP_MODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATE2X */ ARG1 | ARG2,
/* D3DTOP_MODULATE4X */ ARG1 | ARG2,
/* D3DTOP_ADD */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
/* D3DTOP_SUBTRACT */ ARG1 | ARG2,
/* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
/* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
/* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
/* D3DTOP_PREMODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
/* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
/* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
/* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
};
unsigned int i;
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
IWineD3DBaseTextureImpl *texture;
settings->op[i].padding = 0;
if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
settings->op[i].cop = WINED3DTOP_DISABLE;
settings->op[i].aop = WINED3DTOP_DISABLE;
settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].dst = resultreg;
settings->op[i].tex_type = tex_1d;
settings->op[i].projected = proj_none;
i++;
break;
}
texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
if(texture) {
settings->op[i].color_fixup = texture->baseTexture.shader_color_fixup;
if(ignore_textype) {
settings->op[i].tex_type = tex_1d;
} else {
switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
case GL_TEXTURE_1D:
settings->op[i].tex_type = tex_1d;
break;
case GL_TEXTURE_2D:
settings->op[i].tex_type = tex_2d;
break;
case GL_TEXTURE_3D:
settings->op[i].tex_type = tex_3d;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
settings->op[i].tex_type = tex_cube;
break;
case GL_TEXTURE_RECTANGLE_ARB:
settings->op[i].tex_type = tex_rect;
break;
}
}
} else {
settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
settings->op[i].tex_type = tex_1d;
}
cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
carg1, carg2, carg0)) {
carg0 = ARG_UNUSED;
carg2 = ARG_UNUSED;
carg1 = WINED3DTA_CURRENT;
cop = WINED3DTOP_SELECTARG1;
}
if(cop == WINED3DTOP_DOTPRODUCT3) {
/* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
* the color result to the alpha component of the destination
*/
aop = cop;
aarg1 = carg1;
aarg2 = carg2;
aarg0 = carg0;
} else {
aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
}
if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
{
UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
IWineD3DSurfaceImpl *surf;
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
&& getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
{
if (aop == WINED3DTOP_DISABLE)
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_SELECTARG1;
}
else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
{
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
{
aarg2 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
}
else aarg1 = WINED3DTA_TEXTURE;
}
else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
{
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
}
else aarg2 = WINED3DTA_TEXTURE;
}
}
}
}
if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
aarg1, aarg2, aarg0)) {
aarg0 = ARG_UNUSED;
aarg2 = ARG_UNUSED;
aarg1 = WINED3DTA_CURRENT;
aop = WINED3DTOP_SELECTARG1;
}
if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
settings->op[i].projected = proj_count3;
} else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
settings->op[i].projected = proj_count4;
} else {
settings->op[i].projected = proj_none;
}
} else {
settings->op[i].projected = proj_none;
}
settings->op[i].cop = cop;
settings->op[i].aop = aop;
settings->op[i].carg0 = carg0;
settings->op[i].carg1 = carg1;
settings->op[i].carg2 = carg2;
settings->op[i].aarg0 = aarg0;
settings->op[i].aarg1 = aarg1;
settings->op[i].aarg2 = aarg2;
if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
settings->op[i].dst = tempreg;
} else {
settings->op[i].dst = resultreg;
}
}
/* Clear unsupported stages */
for(; i < MAX_TEXTURES; i++) {
memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
}
if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
settings->fog = FOG_OFF;
} else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
case WINED3DFOG_NONE:
case WINED3DFOG_LINEAR:
settings->fog = FOG_LINEAR;
break;
case WINED3DFOG_EXP:
settings->fog = FOG_EXP;
break;
case WINED3DFOG_EXP2:
settings->fog = FOG_EXP2;
break;
}
} else {
switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
case WINED3DFOG_LINEAR:
settings->fog = FOG_LINEAR;
break;
case WINED3DFOG_EXP:
settings->fog = FOG_EXP;
break;
case WINED3DFOG_EXP2:
settings->fog = FOG_EXP2;
break;
}
}
if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
settings->sRGB_write = 1;
} else {
settings->sRGB_write = 0;
}
}
#undef GLINFO_LOCATION
const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
const struct ffp_frag_settings *settings)
{
return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
}
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
/* Note that the key is the implementation independent part of the ffp_frag_desc structure,
* whereas desc points to an extended structure with implementation specific parts.
* Make a copy of the key because hash_table_put takes ownership of it
*/
*key = desc->settings;
hash_table_put(shaders, key, desc);
}
/* Activates the texture dimension according to the bound D3D texture.
* Does not care for the colorop or correct gl texture unit(when using nvrc)
* Requires the caller to activate the correct unit before
*/
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->textures[stage]) {
switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
case GL_TEXTURE_2D:
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
} else {
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
}
}
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
texture_activate_dimensions(sampler, stateblock, context);
}
#undef GLINFO_LOCATION
unsigned int ffp_frag_program_key_hash(const void *key)
{
const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key;
unsigned int hash = 0, i;
const DWORD *blob;
/* This takes the texture op settings of stage 0 and 1 into account.
* how exactly depends on the memory laybout of the compiler, but it
* should not matter too much. Stages > 1 are used rarely, so there's
* no need to process them. Even if they're used it is likely that
* the ffp setup has distinct stage 0 and 1 settings.
*/
for(i = 0; i < 2; i++) {
blob = (const DWORD *)&k->op[i];
hash ^= blob[0] ^ blob[1];
}
hash += ~(hash << 15);
hash ^= (hash >> 10);
hash += (hash << 3);
hash ^= (hash >> 6);
hash += ~(hash << 11);
hash ^= (hash >> 16);
return hash;
}
BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
{
const struct ffp_frag_settings *ka = (const struct ffp_frag_settings *)keya;
const struct ffp_frag_settings *kb = (const struct ffp_frag_settings *)keyb;
return memcmp(ka, kb, sizeof(*ka)) == 0;
}
UINT wined3d_log2i(UINT32 x)
{
static const BYTE l[] =
{
0, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
};
UINT32 i;
return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
}