wined3d: Make sure the arbfp pipeline replacement constants are loaded.
[wine] / dlls / wined3d / utils.c
1 /*
2  * Utility functions for the WineD3D Library
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006-2008 Henri Verbeet
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 /*****************************************************************************
32  * Pixel format array
33  *
34  * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35  * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36  * high masks do not fit into the 32 bit values needed for ddraw. It is only
37  * used for ddraw mostly, and to figure out if the format has alpha at all, so
38  * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39  * formats are not usable in 2D rendering because ddraw doesn't support them.
40  */
41 static const StaticPixelFormatDesc formats[] = {
42   /*{WINED3DFORMAT          ,alphamask  ,redmask    ,greenmask  ,bluemask   ,bpp    ,depth  ,stencil,    isFourcc*/
43     {WINED3DFMT_UNKNOWN     ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
44     /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45     {WINED3DFMT_UYVY        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
46     {WINED3DFMT_YUY2        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
47     {WINED3DFMT_YV12        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
48     {WINED3DFMT_DXT1        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
49     {WINED3DFMT_DXT2        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
50     {WINED3DFMT_DXT3        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
51     {WINED3DFMT_DXT4        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
52     {WINED3DFMT_DXT5        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
53     {WINED3DFMT_MULTI2_ARGB8,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
54     {WINED3DFMT_G8R8_G8B8   ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
55     {WINED3DFMT_R8G8_B8G8   ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
56     /* IEEE formats */
57     {WINED3DFMT_R32F        ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
58     {WINED3DFMT_G32R32F     ,0x0        ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
59     {WINED3DFMT_A32B32G32R32F,0x1       ,0x0        ,0x0        ,0x0        ,16     ,0      ,0          ,FALSE },
60     /* Hmm? */
61     {WINED3DFMT_CxV8U8      ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
62     /* Float */
63     {WINED3DFMT_R16F        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
64     {WINED3DFMT_G16R16F     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
65     {WINED3DFMT_A16B16G16R16F,0x1       ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
66     /* Palettized formats */
67     {WINED3DFMT_A8P8        ,0x0000ff00 ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
68     {WINED3DFMT_P8          ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
69     /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70     {WINED3DFMT_R8G8B8      ,0x0        ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3      ,0      ,0          ,FALSE },
71     {WINED3DFMT_A8R8G8B8    ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4      ,0      ,0          ,FALSE },
72     {WINED3DFMT_X8R8G8B8    ,0x0        ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4      ,0      ,0          ,FALSE },
73     {WINED3DFMT_R5G6B5      ,0x0        ,0x0000F800 ,0x000007e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
74     {WINED3DFMT_X1R5G5B5    ,0x0        ,0x00007c00 ,0x000003e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
75     {WINED3DFMT_A1R5G5B5    ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
76     {WINED3DFMT_A4R4G4B4    ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2      ,0      ,0          ,FALSE },
77     {WINED3DFMT_R3G3B2      ,0x0        ,0x000000e0 ,0x0000001c ,0x00000003 ,1      ,0      ,0          ,FALSE },
78     {WINED3DFMT_A8          ,0x000000ff ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
79     {WINED3DFMT_A8R3G3B2    ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2      ,0      ,0          ,FALSE },
80     {WINED3DFMT_X4R4G4B4    ,0x0        ,0x00000f00 ,0x000000f0 ,0x0000000f ,2      ,0      ,0          ,FALSE },
81     {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4      ,0      ,0          ,FALSE },
82     {WINED3DFMT_A8B8G8R8    ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4      ,0      ,0          ,FALSE },
83     {WINED3DFMT_X8B8G8R8    ,0x0        ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4      ,0      ,0          ,FALSE },
84     {WINED3DFMT_G16R16      ,0x0        ,0x0000ffff ,0xffff0000 ,0x0        ,4      ,0      ,0          ,FALSE },
85     {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4      ,0      ,0          ,FALSE },
86     {WINED3DFMT_A16B16G16R16,0x1        ,0x0000ffff ,0xffff0000 ,0x0        ,8      ,0      ,0          ,FALSE },
87     /* Luminance */
88     {WINED3DFMT_L8          ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
89     {WINED3DFMT_A8L8        ,0x0000ff00 ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
90     {WINED3DFMT_A4L4        ,0x000000f0 ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
91     /* Bump mapping stuff */
92     {WINED3DFMT_V8U8        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
93     {WINED3DFMT_L6V5U5      ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
94     {WINED3DFMT_X8L8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
95     {WINED3DFMT_Q8W8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
96     {WINED3DFMT_V16U16      ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
97     {WINED3DFMT_W11V11U10   ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
98     {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
99     /* Depth stencil formats */
100     {WINED3DFMT_D16_LOCKABLE,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16     ,0          ,FALSE },
101     {WINED3DFMT_D32         ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,32     ,0          ,FALSE },
102     {WINED3DFMT_D15S1       ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,15     ,1          ,FALSE },
103     {WINED3DFMT_D24S8       ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,8          ,FALSE },
104     {WINED3DFMT_D24X8       ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,0          ,FALSE },
105     {WINED3DFMT_D24X4S4     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,4          ,FALSE },
106     {WINED3DFMT_D16         ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16     ,0          ,FALSE },
107     {WINED3DFMT_L16         ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16      ,0          ,FALSE },
108     {WINED3DFMT_D32F_LOCKABLE,0x0       ,0x0        ,0x0        ,0x0        ,4      ,32     ,0          ,FALSE },
109     {WINED3DFMT_D24FS8      ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,8          ,FALSE },
110     /* Is this a vertex buffer? */
111     {WINED3DFMT_VERTEXDATA  ,0x0        ,0x0        ,0x0        ,0x0        ,0      ,0      ,0          ,FALSE },
112     {WINED3DFMT_INDEX16     ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
113     {WINED3DFMT_INDEX32     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
114     {WINED3DFMT_Q16W16V16U16,0x0        ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
115     /* Vendor-specific formats */
116     {WINED3DFMT_ATI2N       ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
117     {WINED3DFMT_NVHU        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
118     {WINED3DFMT_NVHS        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
119 };
120
121 typedef struct {
122     WINED3DFORMAT           fmt;
123     GLint                   glInternal, glGammaInternal, rtInternal, glFormat, glType;
124     unsigned int            Flags;
125 } GlPixelFormatDescTemplate;
126
127 /*****************************************************************************
128  * OpenGL format template. Contains unexciting formats which do not need
129  * extension checks. The order in this table is independent of the order in
130  * the table StaticPixelFormatDesc above. Not all formats have to be in this
131  * table.
132  */
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134   /*{                           internal                         ,srgbInternal                           , rtInternal,  format                    ,type \
135         ,Flags }*/
136     {WINED3DFMT_UNKNOWN        ,0                                ,0                                      , 0,           0                         ,0
137         ,0 },
138     /* FourCC formats */
139     /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
140      * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
141      * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
142      * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
143      * endian machine
144      */
145     {WINED3DFMT_UYVY           ,GL_RGB                           ,GL_RGB                                 , 0,           GL_YCBCR_422_APPLE        ,UNSIGNED_SHORT_8_8_APPLE
146         ,WINED3DFMT_FLAG_FILTERING },
147     {WINED3DFMT_YUY2           ,GL_RGB                           ,GL_RGB                                 , 0,           GL_YCBCR_422_APPLE        ,UNSIGNED_SHORT_8_8_REV_APPLE
148         ,WINED3DFMT_FLAG_FILTERING },
149     {WINED3DFMT_YV12           ,GL_ALPHA                         ,GL_ALPHA                               , 0,           GL_ALPHA                  ,GL_UNSIGNED_BYTE
150         ,WINED3DFMT_FLAG_FILTERING },
151     {WINED3DFMT_DXT1           ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
152         ,WINED3DFMT_FLAG_FILTERING },
153     {WINED3DFMT_DXT2           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
154         ,WINED3DFMT_FLAG_FILTERING },
155     {WINED3DFMT_DXT3           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
156         ,WINED3DFMT_FLAG_FILTERING },
157     {WINED3DFMT_DXT4           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
158         ,WINED3DFMT_FLAG_FILTERING },
159     {WINED3DFMT_DXT5           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
160         ,WINED3DFMT_FLAG_FILTERING },
161     {WINED3DFMT_MULTI2_ARGB8   ,0                                ,0                                      , 0,           0                         ,0
162         ,0 },
163     {WINED3DFMT_G8R8_G8B8      ,0                                ,0                                      , 0,           0                         ,0
164         ,0 },
165     {WINED3DFMT_R8G8_B8G8      ,0                                ,0                                      , 0,           0                         ,0
166         ,0 },
167     /* IEEE formats */
168     {WINED3DFMT_R32F           ,GL_RGB32F_ARB                    ,GL_RGB32F_ARB                          , 0,           GL_RED                    ,GL_FLOAT
169         ,WINED3DFMT_FLAG_RENDERTARGET },
170     {WINED3DFMT_G32R32F        ,0                                ,0                                      , 0,           0                         ,0
171         ,WINED3DFMT_FLAG_RENDERTARGET },
172     {WINED3DFMT_A32B32G32R32F  ,GL_RGBA32F_ARB                   ,GL_RGBA32F_ARB                         , 0,           GL_RGBA                   ,GL_FLOAT
173         ,WINED3DFMT_FLAG_RENDERTARGET },
174     /* Hmm? */
175     {WINED3DFMT_CxV8U8         ,0                                ,0                                      , 0,           0                         ,0
176         ,0 },
177     /* Float */
178     {WINED3DFMT_R16F           ,GL_RGB16F_ARB                    ,GL_RGB16F_ARB                          , 0,           GL_RED                    ,GL_HALF_FLOAT_ARB
179         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180     {WINED3DFMT_G16R16F        ,0                                ,0                                      , 0,           0                         ,0
181         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182     {WINED3DFMT_A16B16G16R16F  ,GL_RGBA16F_ARB                   ,GL_RGBA16F_ARB                         , 0,           GL_RGBA                   ,GL_HALF_FLOAT_ARB
183         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
184     /* Palettized formats */
185     {WINED3DFMT_A8P8,           0                                ,0                                      , 0,           0                         ,0
186         ,0 },
187     {WINED3DFMT_P8,             GL_COLOR_INDEX8_EXT              ,GL_COLOR_INDEX8_EXT                    , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_BYTE
188         ,0 },
189     /* Standard ARGB formats */
190     {WINED3DFMT_R8G8B8         ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_BGR                    ,GL_UNSIGNED_BYTE
191         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192     {WINED3DFMT_A8R8G8B8       ,GL_RGBA8                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
193         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194     {WINED3DFMT_X8R8G8B8       ,GL_RGB8                          ,GL_SRGB8_EXT                           , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
195         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
196     {WINED3DFMT_R5G6B5         ,GL_RGB5                          ,GL_RGB5                                , GL_RGB8,     GL_RGB                    ,GL_UNSIGNED_SHORT_5_6_5
197         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
198     {WINED3DFMT_X1R5G5B5       ,GL_RGB5                          ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
199         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200     {WINED3DFMT_A1R5G5B5       ,GL_RGB5_A1                       ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
201         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
202     {WINED3DFMT_A4R4G4B4       ,GL_RGBA4                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
203         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
204     {WINED3DFMT_R3G3B2         ,GL_R3_G3_B2                      ,GL_R3_G3_B2                            , 0,           GL_RGB                    ,GL_UNSIGNED_BYTE_3_3_2
205         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
206     {WINED3DFMT_A8             ,GL_ALPHA8                        ,GL_ALPHA8                              , 0,           GL_ALPHA                  ,GL_UNSIGNED_BYTE
207         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
208     {WINED3DFMT_A8R3G3B2       ,0                                ,0                                      , 0,           0                         ,0
209         ,0 },
210     {WINED3DFMT_X4R4G4B4       ,GL_RGB4                          ,GL_RGB4                                , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
211         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212     {WINED3DFMT_A2B10G10R10    ,GL_RGB10_A2                      ,GL_RGB10_A2                            , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
213         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214     {WINED3DFMT_A8B8G8R8       ,GL_RGBA8                         ,GL_RGBA8                               , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
215         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216     {WINED3DFMT_X8B8G8R8       ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
217         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
218     {WINED3DFMT_G16R16         ,GL_RGB16_EXT                     ,GL_RGB16_EXT                           , 0,           GL_RGB                    ,GL_UNSIGNED_SHORT
219         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
220     {WINED3DFMT_A2R10G10B10    ,GL_RGB10_A2                      ,GL_RGB10_A2                            , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
221         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
222     {WINED3DFMT_A16B16G16R16   ,GL_RGBA16_EXT                    ,GL_RGBA16_EXT                          , 0,           GL_RGBA                   ,GL_UNSIGNED_SHORT
223         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
224     /* Luminance */
225     {WINED3DFMT_L8             ,GL_LUMINANCE8                    ,GL_SLUMINANCE8_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_BYTE
226         ,WINED3DFMT_FLAG_FILTERING },
227     {WINED3DFMT_A8L8           ,GL_LUMINANCE8_ALPHA8             ,GL_SLUMINANCE8_ALPHA8_EXT              , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
228         ,WINED3DFMT_FLAG_FILTERING },
229     {WINED3DFMT_A4L4           ,GL_LUMINANCE4_ALPHA4             ,GL_LUMINANCE4_ALPHA4                   , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
230         ,0 },
231     /* Bump mapping stuff */
232     {WINED3DFMT_V8U8           ,GL_DSDT8_NV                      ,GL_DSDT8_NV                            , 0,           GL_DSDT_NV                ,GL_BYTE
233         ,WINED3DFMT_FLAG_FILTERING },
234     {WINED3DFMT_L6V5U5         ,GL_DSDT8_MAG8_NV                 ,GL_DSDT8_MAG8_NV                       , 0,           GL_DSDT_MAG_NV            ,GL_BYTE
235         ,WINED3DFMT_FLAG_FILTERING },
236     {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
237         ,WINED3DFMT_FLAG_FILTERING },
238     {WINED3DFMT_Q8W8V8U8       ,GL_SIGNED_RGBA8_NV               ,GL_SIGNED_RGBA8_NV                     , 0,           GL_RGBA                   ,GL_BYTE
239         ,WINED3DFMT_FLAG_FILTERING },
240     {WINED3DFMT_V16U16         ,GL_SIGNED_HILO16_NV              ,GL_SIGNED_HILO16_NV                    , 0,           GL_HILO_NV                ,GL_SHORT
241         ,WINED3DFMT_FLAG_FILTERING },
242     {WINED3DFMT_W11V11U10      ,0                                ,0                                      , 0,           0                         ,0
243         ,0 },
244     {WINED3DFMT_A2W10V10U10    ,0                                ,0                                      , 0,           0                         ,0
245         ,0 },
246     /* Depth stencil formats */
247     {WINED3DFMT_D16_LOCKABLE   ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
248         ,WINED3DFMT_FLAG_DEPTH },
249     {WINED3DFMT_D32            ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
250         ,WINED3DFMT_FLAG_DEPTH },
251     {WINED3DFMT_D15S1          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
252         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
253     {WINED3DFMT_D24S8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
254         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255     {WINED3DFMT_D24X8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
256         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257     {WINED3DFMT_D24X4S4        ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
258         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
259     {WINED3DFMT_D16            ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
260         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
261     {WINED3DFMT_L16            ,GL_LUMINANCE16_EXT               ,GL_LUMINANCE16_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_SHORT
262         ,WINED3DFMT_FLAG_FILTERING },
263     {WINED3DFMT_D32F_LOCKABLE  ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
264         ,WINED3DFMT_FLAG_DEPTH },
265     {WINED3DFMT_D24FS8         ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
266         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
267     /* Is this a vertex buffer? */
268     {WINED3DFMT_VERTEXDATA     ,0                                ,0                                      , 0,           0                         ,0
269         ,0 },
270     {WINED3DFMT_INDEX16        ,0                                ,0                                      , 0,           0                         ,0
271         ,0 },
272     {WINED3DFMT_INDEX32        ,0                                ,0                                      , 0,           0                         ,0
273         ,0 },
274     {WINED3DFMT_Q16W16V16U16   ,GL_COLOR_INDEX                   ,GL_COLOR_INDEX                         , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_SHORT
275         ,0 },
276     /* Vendor-specific formats */
277     {WINED3DFMT_ATI2N          ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
278         ,0 },
279     {WINED3DFMT_NVHU           ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
280         ,0 },
281     {WINED3DFMT_NVHS           ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
282         ,0 }
283 };
284
285 static inline int getFmtIdx(WINED3DFORMAT fmt) {
286     /* First check if the format is at the position of its value.
287      * This will catch the argb formats before the loop is entered
288      */
289     if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
290         return fmt;
291     } else {
292         unsigned int i;
293         for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
294             if(formats[i].format == fmt) {
295                 return i;
296             }
297         }
298     }
299     return -1;
300 }
301
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
304 {
305     unsigned int src;
306     int dst;
307
308     gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
309                                     sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
310     if(!gl_info->gl_formats) return FALSE;
311
312     /* If a format depends on some extensions, remove them from the table above and initialize them
313      * after this loop
314      */
315     for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
316         dst = getFmtIdx(gl_formats_template[src].fmt);
317         gl_info->gl_formats[dst].glInternal      = gl_formats_template[src].glInternal;
318         gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
319         gl_info->gl_formats[dst].glFormat        = gl_formats_template[src].glFormat;
320         gl_info->gl_formats[dst].glType          = gl_formats_template[src].glType;
321         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
322         gl_info->gl_formats[dst].Flags           = gl_formats_template[src].Flags;
323         gl_info->gl_formats[dst].heightscale     = 1.0;
324
325         if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
326            gl_formats_template[src].rtInternal != 0) {
327             GLuint tex, fb;
328             GLenum status;
329
330             /* Check if the default internal format is supported as a frame buffer target, otherwise
331              * fall back to the render target internal.
332              *
333              * Try to stick to the standard format if possible, this limits precision differences
334              */
335             while(glGetError());
336             glGenTextures(1, &tex);
337             glBindTexture(GL_TEXTURE_2D, tex);
338             glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
339                          GL_RGBA, GL_UNSIGNED_BYTE, NULL);
340
341             GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
342             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
343             GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
344                                                  GL_TEXTURE_2D, tex, 0));
345
346             status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
347             GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
348             glDeleteTextures(1, &tex);
349
350             checkGLcall("Framebuffer format check");
351
352             if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
353                 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
354                     debug_d3dformat(gl_formats_template[src].fmt));
355                 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
356             } else {
357                 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
358                 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
359             }
360
361         } else {
362             gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
363         }
364     }
365
366     /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
367      * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
368      * their extensions are not available.
369      *
370      * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
371      * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
372      * an application that needs this because it causes performance problems due to
373      * shader recompiling in some games.
374      */
375     if(!GL_SUPPORT(NV_TEXTURE_SHADER2)) {
376         /* signed -> unsigned fixup */
377         dst = getFmtIdx(WINED3DFMT_V8U8);
378         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
379         dst = getFmtIdx(WINED3DFMT_V16U16);
380         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
381     } else {
382         /* Blue = 1.0 fixup, disabled for now */
383         if(0) {
384             dst = getFmtIdx(WINED3DFMT_V8U8);
385             gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
386             dst = getFmtIdx(WINED3DFMT_V16U16);
387             gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
388         }
389     }
390
391     if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
392         /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
393          * with each other
394          */
395         dst = getFmtIdx(WINED3DFMT_L6V5U5);
396         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
397         dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
398         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
399         dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
400         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
401     } else {
402         /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
403          * are converted at surface loading time, but they do not need any modification in
404          * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
405          * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
406          */
407     }
408
409     if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
410         dst = getFmtIdx(WINED3DFMT_ATI2N);
411         gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
412         gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
413         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
414     } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
415         dst = getFmtIdx(WINED3DFMT_ATI2N);
416         gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
417         gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
418         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
419     }
420
421     if(!GL_SUPPORT(APPLE_YCBCR_422)) {
422         dst = getFmtIdx(WINED3DFMT_YUY2);
423         gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
424         gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
425         gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
426         gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
427         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2;
428
429         dst = getFmtIdx(WINED3DFMT_UYVY);
430         gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
431         gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
432         gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
433         gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
434         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY;
435     }
436
437     dst = getFmtIdx(WINED3DFMT_YV12);
438     gl_info->gl_formats[dst].heightscale = 1.5;
439     gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YV12;
440
441     return TRUE;
442 }
443
444 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
445 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
446                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
447                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
448                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
449                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
450                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
451                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
452                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
453                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
454                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
455                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
456                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
457                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
458                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
459                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
460                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
461                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
462                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
463
464 void init_type_lookup(WineD3D_GL_Info *gl_info) {
465     memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
466     if(!GL_SUPPORT(NV_HALF_FLOAT)) {
467         /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
468          * It is the job of the vertex buffer code to make sure that the vbos have the right format
469          */
470         gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
471         gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
472     }
473 }
474
475 #undef GLINFO_LOCATION
476
477 #define GLINFO_LOCATION This->adapter->gl_info
478
479 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
480 {
481     int idx = getFmtIdx(fmt);
482
483     if(idx == -1) {
484         FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
485         /* Get the caller a valid pointer */
486         idx = getFmtIdx(WINED3DFMT_UNKNOWN);
487     }
488     if(glDesc) {
489         if(!gl_info->gl_formats) {
490             /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
491              * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
492              * static variables to be initialized to 0.
493              */
494             static const GlPixelFormatDesc dummyFmt;
495             *glDesc = &dummyFmt;
496         } else {
497             *glDesc = &gl_info->gl_formats[idx];
498         }
499     }
500     return &formats[idx];
501 }
502
503 /*****************************************************************************
504  * Trace formatting of useful values
505  */
506 const char* debug_d3dformat(WINED3DFORMAT fmt) {
507   switch (fmt) {
508 #define FMT_TO_STR(fmt) case fmt: return #fmt
509     FMT_TO_STR(WINED3DFMT_UNKNOWN);
510     FMT_TO_STR(WINED3DFMT_R8G8B8);
511     FMT_TO_STR(WINED3DFMT_A8R8G8B8);
512     FMT_TO_STR(WINED3DFMT_X8R8G8B8);
513     FMT_TO_STR(WINED3DFMT_R5G6B5);
514     FMT_TO_STR(WINED3DFMT_X1R5G5B5);
515     FMT_TO_STR(WINED3DFMT_A1R5G5B5);
516     FMT_TO_STR(WINED3DFMT_A4R4G4B4);
517     FMT_TO_STR(WINED3DFMT_R3G3B2);
518     FMT_TO_STR(WINED3DFMT_A8);
519     FMT_TO_STR(WINED3DFMT_A8R3G3B2);
520     FMT_TO_STR(WINED3DFMT_X4R4G4B4);
521     FMT_TO_STR(WINED3DFMT_A2B10G10R10);
522     FMT_TO_STR(WINED3DFMT_A8B8G8R8);
523     FMT_TO_STR(WINED3DFMT_X8B8G8R8);
524     FMT_TO_STR(WINED3DFMT_G16R16);
525     FMT_TO_STR(WINED3DFMT_A2R10G10B10);
526     FMT_TO_STR(WINED3DFMT_A16B16G16R16);
527     FMT_TO_STR(WINED3DFMT_A8P8);
528     FMT_TO_STR(WINED3DFMT_P8);
529     FMT_TO_STR(WINED3DFMT_L8);
530     FMT_TO_STR(WINED3DFMT_A8L8);
531     FMT_TO_STR(WINED3DFMT_A4L4);
532     FMT_TO_STR(WINED3DFMT_V8U8);
533     FMT_TO_STR(WINED3DFMT_L6V5U5);
534     FMT_TO_STR(WINED3DFMT_X8L8V8U8);
535     FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
536     FMT_TO_STR(WINED3DFMT_V16U16);
537     FMT_TO_STR(WINED3DFMT_W11V11U10);
538     FMT_TO_STR(WINED3DFMT_A2W10V10U10);
539     FMT_TO_STR(WINED3DFMT_UYVY);
540     FMT_TO_STR(WINED3DFMT_YUY2);
541     FMT_TO_STR(WINED3DFMT_YV12);
542     FMT_TO_STR(WINED3DFMT_DXT1);
543     FMT_TO_STR(WINED3DFMT_DXT2);
544     FMT_TO_STR(WINED3DFMT_DXT3);
545     FMT_TO_STR(WINED3DFMT_DXT4);
546     FMT_TO_STR(WINED3DFMT_DXT5);
547     FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
548     FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
549     FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
550     FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
551     FMT_TO_STR(WINED3DFMT_D32);
552     FMT_TO_STR(WINED3DFMT_D15S1);
553     FMT_TO_STR(WINED3DFMT_D24S8);
554     FMT_TO_STR(WINED3DFMT_D24X8);
555     FMT_TO_STR(WINED3DFMT_D24X4S4);
556     FMT_TO_STR(WINED3DFMT_D16);
557     FMT_TO_STR(WINED3DFMT_L16);
558     FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
559     FMT_TO_STR(WINED3DFMT_D24FS8);
560     FMT_TO_STR(WINED3DFMT_VERTEXDATA);
561     FMT_TO_STR(WINED3DFMT_INDEX16);
562     FMT_TO_STR(WINED3DFMT_INDEX32);
563     FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
564     FMT_TO_STR(WINED3DFMT_R16F);
565     FMT_TO_STR(WINED3DFMT_G16R16F);
566     FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
567     FMT_TO_STR(WINED3DFMT_R32F);
568     FMT_TO_STR(WINED3DFMT_G32R32F);
569     FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
570     FMT_TO_STR(WINED3DFMT_CxV8U8);
571     FMT_TO_STR(WINED3DFMT_ATI2N);
572     FMT_TO_STR(WINED3DFMT_NVHU);
573     FMT_TO_STR(WINED3DFMT_NVHS);
574 #undef FMT_TO_STR
575   default:
576     {
577       char fourcc[5];
578       fourcc[0] = (char)(fmt);
579       fourcc[1] = (char)(fmt >> 8);
580       fourcc[2] = (char)(fmt >> 16);
581       fourcc[3] = (char)(fmt >> 24);
582       fourcc[4] = 0;
583       if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
584         FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
585       else
586         FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
587     }
588     return "unrecognized";
589   }
590 }
591
592 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
593   switch (devtype) {
594 #define DEVTYPE_TO_STR(dev) case dev: return #dev
595     DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
596     DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
597     DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
598 #undef DEVTYPE_TO_STR
599   default:
600     FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
601     return "unrecognized";
602   }
603 }
604
605 const char* debug_d3dusage(DWORD usage) {
606   switch (usage & WINED3DUSAGE_MASK) {
607 #define WINED3DUSAGE_TO_STR(u) case u: return #u
608     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
609     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
610     WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
611     WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
612     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
613     WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
614     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
615     WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
616     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
617     WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
618     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
619 #undef WINED3DUSAGE_TO_STR
620   case 0: return "none";
621   default:
622     FIXME("Unrecognized %u Usage!\n", usage);
623     return "unrecognized";
624   }
625 }
626
627 const char* debug_d3dusagequery(DWORD usagequery) {
628   switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
629 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
630     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
631     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
632     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
633     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
634     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
635     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
636     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
637 #undef WINED3DUSAGEQUERY_TO_STR
638   case 0: return "none";
639   default:
640     FIXME("Unrecognized %u Usage Query!\n", usagequery);
641     return "unrecognized";
642   }
643 }
644
645 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
646     switch (method) {
647 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
648         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
649         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
650         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
651         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
652         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
653         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
654         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
655 #undef WINED3DDECLMETHOD_TO_STR
656         default:
657             FIXME("Unrecognized %u declaration method!\n", method);
658             return "unrecognized";
659     }
660 }
661
662 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
663     switch (type) {
664 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
665         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
666         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
667         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
668         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
669         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
670         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
671         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
672         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
673         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
674         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
675         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
676         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
677         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
678         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
679         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
680         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
681         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
682         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
683 #undef WINED3DDECLTYPE_TO_STR
684         default:
685             FIXME("Unrecognized %u declaration type!\n", type);
686             return "unrecognized";
687     }
688 }
689
690 const char* debug_d3ddeclusage(BYTE usage) {
691     switch (usage) {
692 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
693         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
694         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
695         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
696         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
697         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
698         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
699         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
700         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
701         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
702         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
703         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
704         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
705         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
706         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
707 #undef WINED3DDECLUSAGE_TO_STR
708         default:
709             FIXME("Unrecognized %u declaration usage!\n", usage);
710             return "unrecognized";
711     }
712 }
713
714 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
715   switch (res) {
716 #define RES_TO_STR(res) case res: return #res;
717     RES_TO_STR(WINED3DRTYPE_SURFACE);
718     RES_TO_STR(WINED3DRTYPE_VOLUME);
719     RES_TO_STR(WINED3DRTYPE_TEXTURE);
720     RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
721     RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
722     RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
723     RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
724 #undef  RES_TO_STR
725   default:
726     FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
727     return "unrecognized";
728   }
729 }
730
731 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
732   switch (PrimitiveType) {
733 #define PRIM_TO_STR(prim) case prim: return #prim;
734     PRIM_TO_STR(WINED3DPT_POINTLIST);
735     PRIM_TO_STR(WINED3DPT_LINELIST);
736     PRIM_TO_STR(WINED3DPT_LINESTRIP);
737     PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
738     PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
739     PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
740 #undef  PRIM_TO_STR
741   default:
742     FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
743     return "unrecognized";
744   }
745 }
746
747 const char* debug_d3drenderstate(DWORD state) {
748   switch (state) {
749 #define D3DSTATE_TO_STR(u) case u: return #u
750     D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE             );
751     D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS                 );
752     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS            );
753     D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE        );
754     D3DSTATE_TO_STR(WINED3DRS_WRAPU                     );
755     D3DSTATE_TO_STR(WINED3DRS_WRAPV                     );
756     D3DSTATE_TO_STR(WINED3DRS_ZENABLE                   );
757     D3DSTATE_TO_STR(WINED3DRS_FILLMODE                  );
758     D3DSTATE_TO_STR(WINED3DRS_SHADEMODE                 );
759     D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN               );
760     D3DSTATE_TO_STR(WINED3DRS_MONOENABLE                );
761     D3DSTATE_TO_STR(WINED3DRS_ROP2                      );
762     D3DSTATE_TO_STR(WINED3DRS_PLANEMASK                 );
763     D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE              );
764     D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE           );
765     D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL                 );
766     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG                );
767     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN                );
768     D3DSTATE_TO_STR(WINED3DRS_SRCBLEND                  );
769     D3DSTATE_TO_STR(WINED3DRS_DESTBLEND                 );
770     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND           );
771     D3DSTATE_TO_STR(WINED3DRS_CULLMODE                  );
772     D3DSTATE_TO_STR(WINED3DRS_ZFUNC                     );
773     D3DSTATE_TO_STR(WINED3DRS_ALPHAREF                  );
774     D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC                 );
775     D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE              );
776     D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE          );
777     D3DSTATE_TO_STR(WINED3DRS_FOGENABLE                 );
778     D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE            );
779     D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE                  );
780     D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL                  );
781     D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX                 );
782     D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA             );
783     D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR                  );
784     D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE              );
785     D3DSTATE_TO_STR(WINED3DRS_FOGSTART                  );
786     D3DSTATE_TO_STR(WINED3DRS_FOGEND                    );
787     D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY                );
788     D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE             );
789     D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS             );
790     D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE            );
791     D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR               );
792     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU           );
793     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV           );
794     D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS             );
795     D3DSTATE_TO_STR(WINED3DRS_ZBIAS                     );
796     D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE            );
797     D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY                );
798     D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH                );
799     D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
800     D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE             );
801     D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL               );
802     D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL              );
803     D3DSTATE_TO_STR(WINED3DRS_STENCILPASS               );
804     D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC               );
805     D3DSTATE_TO_STR(WINED3DRS_STENCILREF                );
806     D3DSTATE_TO_STR(WINED3DRS_STENCILMASK               );
807     D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK          );
808     D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR             );
809     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00          );
810     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01          );
811     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02          );
812     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03          );
813     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04          );
814     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05          );
815     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06          );
816     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07          );
817     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08          );
818     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09          );
819     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10          );
820     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11          );
821     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12          );
822     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13          );
823     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14          );
824     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15          );
825     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16          );
826     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17          );
827     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18          );
828     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19          );
829     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20          );
830     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21          );
831     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22          );
832     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23          );
833     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24          );
834     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25          );
835     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26          );
836     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27          );
837     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28          );
838     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29          );
839     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30          );
840     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31          );
841     D3DSTATE_TO_STR(WINED3DRS_WRAP0                     );
842     D3DSTATE_TO_STR(WINED3DRS_WRAP1                     );
843     D3DSTATE_TO_STR(WINED3DRS_WRAP2                     );
844     D3DSTATE_TO_STR(WINED3DRS_WRAP3                     );
845     D3DSTATE_TO_STR(WINED3DRS_WRAP4                     );
846     D3DSTATE_TO_STR(WINED3DRS_WRAP5                     );
847     D3DSTATE_TO_STR(WINED3DRS_WRAP6                     );
848     D3DSTATE_TO_STR(WINED3DRS_WRAP7                     );
849     D3DSTATE_TO_STR(WINED3DRS_CLIPPING                  );
850     D3DSTATE_TO_STR(WINED3DRS_LIGHTING                  );
851     D3DSTATE_TO_STR(WINED3DRS_EXTENTS                   );
852     D3DSTATE_TO_STR(WINED3DRS_AMBIENT                   );
853     D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE             );
854     D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX               );
855     D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER               );
856     D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS          );
857     D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE       );
858     D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE     );
859     D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE    );
860     D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE     );
861     D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE    );
862     D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND               );
863     D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE           );
864     D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING  );
865     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE                 );
866     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN             );
867     D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE         );
868     D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE          );
869     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A              );
870     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B              );
871     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C              );
872     D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS      );
873     D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK           );
874     D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE            );
875     D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS             );
876     D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN         );
877     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX             );
878     D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE  );
879     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE          );
880     D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR               );
881     D3DSTATE_TO_STR(WINED3DRS_BLENDOP                   );
882     D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE            );
883     D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE              );
884     D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE         );
885     D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS       );
886     D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE     );
887     D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL      );
888     D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL      );
889     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X            );
890     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y            );
891     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z            );
892     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W            );
893     D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
894     D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE       );
895     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL           );
896     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL          );
897     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS           );
898     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC           );
899     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1         );
900     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2         );
901     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3         );
902     D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR               );
903     D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE           );
904     D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS                 );
905     D3DSTATE_TO_STR(WINED3DRS_WRAP8                     );
906     D3DSTATE_TO_STR(WINED3DRS_WRAP9                     );
907     D3DSTATE_TO_STR(WINED3DRS_WRAP10                    );
908     D3DSTATE_TO_STR(WINED3DRS_WRAP11                    );
909     D3DSTATE_TO_STR(WINED3DRS_WRAP12                    );
910     D3DSTATE_TO_STR(WINED3DRS_WRAP13                    );
911     D3DSTATE_TO_STR(WINED3DRS_WRAP14                    );
912     D3DSTATE_TO_STR(WINED3DRS_WRAP15                    );
913     D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE  );
914     D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA             );
915     D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA            );
916     D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA              );
917 #undef D3DSTATE_TO_STR
918   default:
919     FIXME("Unrecognized %u render state!\n", state);
920     return "unrecognized";
921   }
922 }
923
924 const char* debug_d3dsamplerstate(DWORD state) {
925   switch (state) {
926 #define D3DSTATE_TO_STR(u) case u: return #u
927     D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR  );
928     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU     );
929     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV     );
930     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW     );
931     D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER    );
932     D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER    );
933     D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER    );
934     D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
935     D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL  );
936     D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
937     D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE  );
938     D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
939     D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET   );
940 #undef D3DSTATE_TO_STR
941   default:
942     FIXME("Unrecognized %u sampler state!\n", state);
943     return "unrecognized";
944   }
945 }
946
947 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
948     switch (filter_type) {
949 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
950         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
951         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
952         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
953         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
954         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
955         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
956         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
957         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
958 #undef D3DTEXTUREFILTERTYPE_TO_STR
959         default:
960             FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
961             return "unrecognized";
962     }
963 }
964
965 const char* debug_d3dtexturestate(DWORD state) {
966   switch (state) {
967 #define D3DSTATE_TO_STR(u) case u: return #u
968     D3DSTATE_TO_STR(WINED3DTSS_COLOROP               );
969     D3DSTATE_TO_STR(WINED3DTSS_COLORARG1             );
970     D3DSTATE_TO_STR(WINED3DTSS_COLORARG2             );
971     D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP               );
972     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1             );
973     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2             );
974     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00          );
975     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01          );
976     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10          );
977     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11          );
978     D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX         );
979     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE         );
980     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET        );
981     D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
982     D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW              );
983     D3DSTATE_TO_STR(WINED3DTSS_COLORARG0             );
984     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0             );
985     D3DSTATE_TO_STR(WINED3DTSS_RESULTARG             );
986     D3DSTATE_TO_STR(WINED3DTSS_CONSTANT              );
987 #undef D3DSTATE_TO_STR
988   case 12:
989     /* Note WINED3DTSS are not consecutive, so skip these */
990     return "unused";
991   default:
992     FIXME("Unrecognized %u texture state!\n", state);
993     return "unrecognized";
994   }
995 }
996
997 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
998     switch (d3dtop) {
999 #define D3DTOP_TO_STR(u) case u: return #u
1000         D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1001         D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1002         D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1003         D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1004         D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1005         D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1006         D3DTOP_TO_STR(WINED3DTOP_ADD);
1007         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1008         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1009         D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1010         D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1011         D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1012         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1013         D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1014         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1015         D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1016         D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1017         D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1018         D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1019         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1020         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1021         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1022         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1023         D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1024         D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1025         D3DTOP_TO_STR(WINED3DTOP_LERP);
1026 #undef D3DTOP_TO_STR
1027         default:
1028             FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1029             return "unrecognized";
1030     }
1031 }
1032
1033 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1034     switch (tstype) {
1035 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1036     TSTYPE_TO_STR(WINED3DTS_VIEW);
1037     TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1038     TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1039     TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1040     TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1041     TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1042     TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1043     TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1044     TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1045     TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1046     TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1047 #undef TSTYPE_TO_STR
1048     default:
1049         if (tstype > 256 && tstype < 512) {
1050             FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1051             return ("WINED3DTS_WORLDMATRIX > 0");
1052         }
1053         FIXME("Unrecognized %u WINED3DTS\n", tstype);
1054         return "unrecognized";
1055     }
1056 }
1057
1058 const char* debug_d3dpool(WINED3DPOOL Pool) {
1059   switch (Pool) {
1060 #define POOL_TO_STR(p) case p: return #p;
1061     POOL_TO_STR(WINED3DPOOL_DEFAULT);
1062     POOL_TO_STR(WINED3DPOOL_MANAGED);
1063     POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1064     POOL_TO_STR(WINED3DPOOL_SCRATCH);
1065 #undef  POOL_TO_STR
1066   default:
1067     FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1068     return "unrecognized";
1069   }
1070 }
1071
1072 const char *debug_fbostatus(GLenum status) {
1073     switch(status) {
1074 #define FBOSTATUS_TO_STR(u) case u: return #u
1075         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1076         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1077         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1078         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1079         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1080         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1081         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1082         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
1083         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1084 #undef FBOSTATUS_TO_STR
1085         default:
1086             FIXME("Unrecognied FBO status 0x%08x\n", status);
1087             return "unrecognized";
1088     }
1089 }
1090
1091 const char *debug_glerror(GLenum error) {
1092     switch(error) {
1093 #define GLERROR_TO_STR(u) case u: return #u
1094         GLERROR_TO_STR(GL_NO_ERROR);
1095         GLERROR_TO_STR(GL_INVALID_ENUM);
1096         GLERROR_TO_STR(GL_INVALID_VALUE);
1097         GLERROR_TO_STR(GL_INVALID_OPERATION);
1098         GLERROR_TO_STR(GL_STACK_OVERFLOW);
1099         GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1100         GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1101         GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1102 #undef GLERROR_TO_STR
1103         default:
1104             FIXME("Unrecognied GL error 0x%08x\n", error);
1105             return "unrecognized";
1106     }
1107 }
1108
1109 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1110     switch(basis) {
1111         case WINED3DBASIS_BEZIER:       return "WINED3DBASIS_BEZIER";
1112         case WINED3DBASIS_BSPLINE:      return "WINED3DBASIS_BSPLINE";
1113         case WINED3DBASIS_INTERPOLATE:  return "WINED3DBASIS_INTERPOLATE";
1114         default:                        return "unrecognized";
1115     }
1116 }
1117
1118 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1119     switch(degree) {
1120         case WINED3DDEGREE_LINEAR:      return "WINED3DDEGREE_LINEAR";
1121         case WINED3DDEGREE_QUADRATIC:   return "WINED3DDEGREE_QUADRATIC";
1122         case WINED3DDEGREE_CUBIC:       return "WINED3DDEGREE_CUBIC";
1123         case WINED3DDEGREE_QUINTIC:     return "WINED3DDEGREE_QUINTIC";
1124         default:                        return "unrecognized";
1125     }
1126 }
1127
1128 /*****************************************************************************
1129  * Useful functions mapping GL <-> D3D values
1130  */
1131 GLenum StencilOp(DWORD op) {
1132     switch(op) {
1133     case WINED3DSTENCILOP_KEEP    : return GL_KEEP;
1134     case WINED3DSTENCILOP_ZERO    : return GL_ZERO;
1135     case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1136     case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1137     case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1138     case WINED3DSTENCILOP_INVERT  : return GL_INVERT;
1139     case WINED3DSTENCILOP_INCR    : return GL_INCR_WRAP_EXT;
1140     case WINED3DSTENCILOP_DECR    : return GL_DECR_WRAP_EXT;
1141     default:
1142         FIXME("Unrecognized stencil op %d\n", op);
1143         return GL_KEEP;
1144     }
1145 }
1146
1147 GLenum CompareFunc(DWORD func) {
1148     switch ((WINED3DCMPFUNC)func) {
1149     case WINED3DCMP_NEVER        : return GL_NEVER;
1150     case WINED3DCMP_LESS         : return GL_LESS;
1151     case WINED3DCMP_EQUAL        : return GL_EQUAL;
1152     case WINED3DCMP_LESSEQUAL    : return GL_LEQUAL;
1153     case WINED3DCMP_GREATER      : return GL_GREATER;
1154     case WINED3DCMP_NOTEQUAL     : return GL_NOTEQUAL;
1155     case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1156     case WINED3DCMP_ALWAYS       : return GL_ALWAYS;
1157     default:
1158         FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1159         return 0;
1160     }
1161 }
1162
1163 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1164     if (op == WINED3DTOP_DISABLE) return FALSE;
1165     if (This->stateBlock->textures[stage]) return FALSE;
1166
1167     if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1168             && op != WINED3DTOP_SELECTARG2) return TRUE;
1169     if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1170             && op != WINED3DTOP_SELECTARG1) return TRUE;
1171     if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1172             && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1173
1174     return FALSE;
1175 }
1176
1177 /* Setup this textures matrix according to the texture flags*/
1178 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
1179                         BOOL ffp_proj_control)
1180 {
1181     float mat[16];
1182
1183     glMatrixMode(GL_TEXTURE);
1184     checkGLcall("glMatrixMode(GL_TEXTURE)");
1185
1186     if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1187         glLoadIdentity();
1188         checkGLcall("glLoadIdentity()");
1189         return;
1190     }
1191
1192     if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1193         ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1194         return;
1195     }
1196
1197     memcpy(mat, smat, 16 * sizeof(float));
1198
1199     if (flags & WINED3DTTFF_PROJECTED) {
1200         if(!ffp_proj_control) {
1201             switch (flags & ~WINED3DTTFF_PROJECTED) {
1202             case WINED3DTTFF_COUNT2:
1203                 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1204                 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1205                 break;
1206             case WINED3DTTFF_COUNT3:
1207                 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1208                 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1209                 break;
1210             }
1211         }
1212     } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1213         if(!calculatedCoords) {
1214             switch(coordtype) {
1215                 case WINED3DDECLTYPE_FLOAT1:
1216                     /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1217                      * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1218                      * the input value to the transformation will be 0, so the matrix value is irrelevant
1219                      */
1220                     mat[12] = mat[4];
1221                     mat[13] = mat[5];
1222                     mat[14] = mat[6];
1223                     mat[15] = mat[7];
1224                     break;
1225                 case WINED3DDECLTYPE_FLOAT2:
1226                     /* See above, just 3rd and 4th coord
1227                     */
1228                     mat[12] = mat[8];
1229                     mat[13] = mat[9];
1230                     mat[14] = mat[10];
1231                     mat[15] = mat[11];
1232                     break;
1233                 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1234                 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1235
1236                 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1237                  * into a bad place. The division elimination below will apply to make sure the
1238                  * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1239                  */
1240                 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1241                     break;
1242                 default:
1243                     FIXME("Unexpected fixed function texture coord input\n");
1244             }
1245         }
1246         if(!ffp_proj_control) {
1247             switch (flags & ~WINED3DTTFF_PROJECTED) {
1248                 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1249                 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1250                 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1251                 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1252                 * the 4th coord evaluates to 1.0 to eliminate that.
1253                 *
1254                 * If the fixed function pipeline is used, the 4th value remains unused,
1255                 * so there is no danger in doing this. With vertex shaders we have a
1256                 * problem. Should an app hit that problem, the code here would have to
1257                 * check for pixel shaders, and the shader has to undo the default gl divide.
1258                 *
1259                 * A more serious problem occurs if the app passes 4 coordinates in, and the
1260                 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1261                 * or a replacement shader
1262                 */
1263                 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1264             }
1265         }
1266     }
1267
1268     glLoadMatrixf(mat);
1269     checkGLcall("glLoadMatrixf(mat)");
1270 }
1271 #undef GLINFO_LOCATION
1272
1273 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1274
1275 /* This small helper function is used to convert a bitmask into the number of masked bits */
1276 unsigned int count_bits(unsigned int mask)
1277 {
1278     unsigned int count;
1279     for (count = 0; mask; ++count)
1280     {
1281         mask &= mask - 1;
1282     }
1283     return count;
1284 }
1285
1286 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1287  * The later function requires individual color components. */
1288 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1289 {
1290     const StaticPixelFormatDesc *desc;
1291
1292     TRACE("fmt: %s\n", debug_d3dformat(fmt));
1293     switch(fmt)
1294     {
1295         case WINED3DFMT_X8R8G8B8:
1296         case WINED3DFMT_R8G8B8:
1297         case WINED3DFMT_A8R8G8B8:
1298         case WINED3DFMT_A2R10G10B10:
1299         case WINED3DFMT_X1R5G5B5:
1300         case WINED3DFMT_A1R5G5B5:
1301         case WINED3DFMT_R5G6B5:
1302         case WINED3DFMT_X4R4G4B4:
1303         case WINED3DFMT_A4R4G4B4:
1304         case WINED3DFMT_R3G3B2:
1305         case WINED3DFMT_A8P8:
1306         case WINED3DFMT_P8:
1307             break;
1308         default:
1309             ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1310             return FALSE;
1311     }
1312
1313     desc = getFormatDescEntry(fmt, NULL, NULL);
1314     if(!desc)
1315     {
1316         ERR("Unable to look up format: 0x%x\n", fmt);
1317         return FALSE;
1318     }
1319     *redSize = count_bits(desc->redMask);
1320     *greenSize = count_bits(desc->greenMask);
1321     *blueSize = count_bits(desc->blueMask);
1322     *alphaSize = count_bits(desc->alphaMask);
1323     *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1324
1325     TRACE("Returning red:  %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1326     return TRUE;
1327 }
1328
1329 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1330 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1331 {
1332     const StaticPixelFormatDesc *desc;
1333
1334     TRACE("fmt: %s\n", debug_d3dformat(fmt));
1335     switch(fmt)
1336     {
1337         case WINED3DFMT_D16_LOCKABLE:
1338         case WINED3DFMT_D16:
1339         case WINED3DFMT_D15S1:
1340         case WINED3DFMT_D24X8:
1341         case WINED3DFMT_D24X4S4:
1342         case WINED3DFMT_D24S8:
1343         case WINED3DFMT_D24FS8:
1344         case WINED3DFMT_D32:
1345         case WINED3DFMT_D32F_LOCKABLE:
1346             break;
1347         default:
1348             FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1349             return FALSE;
1350     }
1351
1352     desc = getFormatDescEntry(fmt, NULL, NULL);
1353     if(!desc)
1354     {
1355         ERR("Unable to look up format: 0x%x\n", fmt);
1356         return FALSE;
1357     }
1358     *depthSize = desc->depthSize;
1359     *stencilSize = desc->stencilSize;
1360
1361     TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1362     return TRUE;
1363 }
1364
1365 #undef GLINFO_LOCATION
1366
1367 /* DirectDraw stuff */
1368 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1369     switch(depth) {
1370         case 8:  return WINED3DFMT_P8;
1371         case 15: return WINED3DFMT_X1R5G5B5;
1372         case 16: return WINED3DFMT_R5G6B5;
1373         case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1374         case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1375         default: return WINED3DFMT_UNKNOWN;
1376     }
1377 }
1378
1379 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1380     WINED3DMATRIX temp;
1381
1382     /* Now do the multiplication 'by hand'.
1383        I know that all this could be optimised, but this will be done later :-) */
1384     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);
1385     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);
1386     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);
1387     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);
1388
1389     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);
1390     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);
1391     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);
1392     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);
1393
1394     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);
1395     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);
1396     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);
1397     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);
1398
1399     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);
1400     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);
1401     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);
1402     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);
1403
1404     /* And copy the new matrix in the good storage.. */
1405     memcpy(dest, &temp, 16 * sizeof(float));
1406 }
1407
1408 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1409     DWORD size = 0;
1410     int i;
1411     int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1412
1413     if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1414     if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1415     if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1416     if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1417     switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1418         case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
1419         case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1420         case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
1421         case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
1422         case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
1423         case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
1424         case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
1425         default: ERR("Unexpected position mask\n");
1426     }
1427     for (i = 0; i < numTextures; i++) {
1428         size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1429     }
1430
1431     return size;
1432 }
1433
1434 /***********************************************************************
1435  * CalculateTexRect
1436  *
1437  * Calculates the dimensions of the opengl texture used for blits.
1438  * Handled oversized opengl textures and updates the source rectangle
1439  * accordingly
1440  *
1441  * Params:
1442  *  This: Surface to operate on
1443  *  Rect: Requested rectangle
1444  *
1445  * Returns:
1446  *  TRUE if the texture part can be loaded,
1447  *  FALSE otherwise
1448  *
1449  *********************************************************************/
1450 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1451
1452 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1453     int x1 = Rect->left, x2 = Rect->right;
1454     int y1 = Rect->top, y2 = Rect->bottom;
1455     GLint maxSize = GL_LIMITS(texture_size);
1456
1457     TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1458           Rect->left, Rect->top, Rect->right, Rect->bottom);
1459
1460     /* The sizes might be reversed */
1461     if(Rect->left > Rect->right) {
1462         x1 = Rect->right;
1463         x2 = Rect->left;
1464     }
1465     if(Rect->top > Rect->bottom) {
1466         y1 = Rect->bottom;
1467         y2 = Rect->top;
1468     }
1469
1470     /* No oversized texture? This is easy */
1471     if(!(This->Flags & SFLAG_OVERSIZE)) {
1472         /* Which rect from the texture do I need? */
1473         if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1474             glTexCoord[0] = (float) Rect->left;
1475             glTexCoord[2] = (float) Rect->top;
1476             glTexCoord[1] = (float) Rect->right;
1477             glTexCoord[3] = (float) Rect->bottom;
1478         } else {
1479             glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1480             glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1481             glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1482             glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1483         }
1484
1485         return TRUE;
1486     } else {
1487         /* Check if we can succeed at all */
1488         if( (x2 - x1) > maxSize ||
1489             (y2 - y1) > maxSize ) {
1490             TRACE("Requested rectangle is too large for gl\n");
1491             return FALSE;
1492         }
1493
1494         /* A part of the texture has to be picked. First, check if
1495          * some texture part is loaded already, if yes try to re-use it.
1496          * If the texture is dirty, or the part can't be used,
1497          * re-position the part to load
1498          */
1499         if(This->Flags & SFLAG_INTEXTURE) {
1500             if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1501                This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1502                 /* Ok, the rectangle is ok, re-use it */
1503                 TRACE("Using existing gl Texture\n");
1504             } else {
1505                 /* Rectangle is not ok, dirtify the texture to reload it */
1506                 TRACE("Dirtifying texture to force reload\n");
1507                 This->Flags &= ~SFLAG_INTEXTURE;
1508             }
1509         }
1510
1511         /* Now if we are dirty(no else if!) */
1512         if(!(This->Flags & SFLAG_INTEXTURE)) {
1513             /* Set the new rectangle. Use the following strategy:
1514              * 1) Use as big textures as possible.
1515              * 2) Place the texture part in the way that the requested
1516              *    part is in the middle of the texture(well, almost)
1517              * 3) If the texture is moved over the edges of the
1518              *    surface, replace it nicely
1519              * 4) If the coord is not limiting the texture size,
1520              *    use the whole size
1521              */
1522             if((This->pow2Width) > maxSize) {
1523                 This->glRect.left = x1 - maxSize / 2;
1524                 if(This->glRect.left < 0) {
1525                     This->glRect.left = 0;
1526                 }
1527                 This->glRect.right = This->glRect.left + maxSize;
1528                 if(This->glRect.right > This->currentDesc.Width) {
1529                     This->glRect.right = This->currentDesc.Width;
1530                     This->glRect.left = This->glRect.right - maxSize;
1531                 }
1532             } else {
1533                 This->glRect.left = 0;
1534                 This->glRect.right = This->pow2Width;
1535             }
1536
1537             if(This->pow2Height > maxSize) {
1538                 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1539                 if(This->glRect.top < 0) This->glRect.top = 0;
1540                 This->glRect.bottom = This->glRect.left + maxSize;
1541                 if(This->glRect.bottom > This->currentDesc.Height) {
1542                     This->glRect.bottom = This->currentDesc.Height;
1543                     This->glRect.top = This->glRect.bottom - maxSize;
1544                 }
1545             } else {
1546                 This->glRect.top = 0;
1547                 This->glRect.bottom = This->pow2Height;
1548             }
1549             TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1550                    This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1551         }
1552
1553         /* Re-calculate the rect to draw */
1554         Rect->left -= This->glRect.left;
1555         Rect->right -= This->glRect.left;
1556         Rect->top -= This->glRect.top;
1557         Rect->bottom -= This->glRect.top;
1558
1559         /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1560          * or the pow2Width / pow2Height of the surface.
1561          *
1562          * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1563          * as regular GL_TEXTURE_2D.
1564          */
1565         glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1566         glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1567         glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1568         glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1569     }
1570     return TRUE;
1571 }
1572 #undef GLINFO_LOCATION
1573
1574 /* Hash table functions */
1575
1576 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1577 {
1578     struct hash_table_t *table;
1579     unsigned int initial_size = 8;
1580
1581     table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1582     if (!table)
1583     {
1584         ERR("Failed to allocate table, returning NULL.\n");
1585         return NULL;
1586     }
1587
1588     table->hash_function = hash_function;
1589     table->compare_function = compare_function;
1590
1591     table->grow_size = initial_size - (initial_size >> 2);
1592     table->shrink_size = 0;
1593
1594     table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1595     if (!table->buckets)
1596     {
1597         ERR("Failed to allocate table buckets, returning NULL.\n");
1598         HeapFree(GetProcessHeap(), 0, table);
1599         return NULL;
1600     }
1601     table->bucket_count = initial_size;
1602
1603     table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1604     if (!table->entries)
1605     {
1606         ERR("Failed to allocate table entries, returning NULL.\n");
1607         HeapFree(GetProcessHeap(), 0, table->buckets);
1608         HeapFree(GetProcessHeap(), 0, table);
1609         return NULL;
1610     }
1611     table->entry_count = 0;
1612
1613     list_init(&table->free_entries);
1614     table->count = 0;
1615
1616     return table;
1617 }
1618
1619 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1620 {
1621     unsigned int i = 0;
1622
1623     for (i = 0; i < table->entry_count; ++i)
1624     {
1625         if(free_value) {
1626             free_value(table->entries[i].value, cb);
1627         }
1628         HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1629     }
1630
1631     HeapFree(GetProcessHeap(), 0, table->entries);
1632     HeapFree(GetProcessHeap(), 0, table->buckets);
1633     HeapFree(GetProcessHeap(), 0, table);
1634 }
1635
1636 static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, void *key, unsigned int idx)
1637 {
1638     struct hash_table_entry_t *entry;
1639
1640     if (table->buckets[idx].next)
1641         LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1642             if (table->compare_function(entry->key, key)) return entry;
1643
1644     return NULL;
1645 }
1646
1647 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1648 {
1649     unsigned int new_entry_count = 0;
1650     struct hash_table_entry_t *new_entries;
1651     struct list *new_buckets;
1652     unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1653     unsigned int i;
1654
1655     new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1656     if (!new_buckets)
1657     {
1658         ERR("Failed to allocate new buckets, returning FALSE.\n");
1659         return FALSE;
1660     }
1661
1662     new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1663     if (!new_entries)
1664     {
1665         ERR("Failed to allocate new entries, returning FALSE.\n");
1666         HeapFree(GetProcessHeap(), 0, new_buckets);
1667         return FALSE;
1668     }
1669
1670     for (i = 0; i < table->bucket_count; ++i)
1671     {
1672         if (table->buckets[i].next)
1673         {
1674             struct hash_table_entry_t *entry, *entry2;
1675
1676             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1677             {
1678                 int j;
1679                 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1680                 *new_entry = *entry;
1681
1682                 j = new_entry->hash & (new_bucket_count - 1);
1683
1684                 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1685                 list_add_head(&new_buckets[j], &new_entry->entry);
1686             }
1687         }
1688     }
1689
1690     HeapFree(GetProcessHeap(), 0, table->buckets);
1691     table->buckets = new_buckets;
1692
1693     HeapFree(GetProcessHeap(), 0, table->entries);
1694     table->entries = new_entries;
1695
1696     table->entry_count = new_entry_count;
1697     list_init(&table->free_entries);
1698
1699     table->bucket_count = new_bucket_count;
1700     table->grow_size = grow_size;
1701     table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1702
1703     return TRUE;
1704 }
1705
1706 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1707 {
1708     unsigned int idx;
1709     unsigned int hash;
1710     struct hash_table_entry_t *entry;
1711
1712     hash = table->hash_function(key);
1713     idx = hash & (table->bucket_count - 1);
1714     entry = hash_table_get_by_idx(table, key, idx);
1715
1716     if (entry)
1717     {
1718         HeapFree(GetProcessHeap(), 0, key);
1719         entry->value = value;
1720
1721         if (!value)
1722         {
1723             HeapFree(GetProcessHeap(), 0, entry->key);
1724             entry->key = NULL;
1725
1726             /* Remove the entry */
1727             list_remove(&entry->entry);
1728             list_add_head(&table->free_entries, &entry->entry);
1729
1730             --table->count;
1731
1732             /* Shrink if necessary */
1733             if (table->count < table->shrink_size) {
1734                 if (!hash_table_resize(table, table->bucket_count >> 1))
1735                 {
1736                     ERR("Failed to shrink the table...\n");
1737                 }
1738             }
1739         }
1740
1741         return;
1742     }
1743
1744     if (!value) return;
1745
1746     /* Grow if necessary */
1747     if (table->count >= table->grow_size)
1748     {
1749         if (!hash_table_resize(table, table->bucket_count << 1))
1750         {
1751             ERR("Failed to grow the table, returning.\n");
1752             return;
1753         }
1754
1755         idx = hash & (table->bucket_count - 1);
1756     }
1757
1758     /* Find an entry to insert */
1759     if (!list_empty(&table->free_entries))
1760     {
1761         struct list *elem = list_head(&table->free_entries);
1762
1763         list_remove(elem);
1764         entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1765     } else {
1766         entry = table->entries + (table->entry_count++);
1767     }
1768
1769     /* Insert the entry */
1770     entry->key = key;
1771     entry->value = value;
1772     entry->hash = hash;
1773     if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1774     list_add_head(&table->buckets[idx], &entry->entry);
1775
1776     ++table->count;
1777 }
1778
1779 void hash_table_remove(struct hash_table_t *table, void *key)
1780 {
1781     hash_table_put(table, key, NULL);
1782 }
1783
1784 void *hash_table_get(struct hash_table_t *table, void *key)
1785 {
1786     unsigned int idx;
1787     struct hash_table_entry_t *entry;
1788
1789     idx = table->hash_function(key) & (table->bucket_count - 1);
1790     entry = hash_table_get_by_idx(table, key, idx);
1791
1792     return entry ? entry->value : NULL;
1793 }
1794
1795 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1796 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype) {
1797 #define ARG1 0x01
1798 #define ARG2 0x02
1799 #define ARG0 0x04
1800     static const unsigned char args[WINED3DTOP_LERP + 1] = {
1801         /* undefined                        */  0,
1802         /* D3DTOP_DISABLE                   */  0,
1803         /* D3DTOP_SELECTARG1                */  ARG1,
1804         /* D3DTOP_SELECTARG2                */  ARG2,
1805         /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
1806         /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
1807         /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
1808         /* D3DTOP_ADD                       */  ARG1 | ARG2,
1809         /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
1810         /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
1811         /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
1812         /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
1813         /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
1814         /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
1815         /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
1816         /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
1817         /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
1818         /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
1819         /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
1820         /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
1821         /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
1822         /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
1823         /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
1824         /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
1825         /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
1826         /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
1827         /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
1828     };
1829     unsigned int i;
1830     DWORD ttff;
1831     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1832
1833     for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1834         IWineD3DBaseTextureImpl *texture;
1835         settings->op[i].padding = 0;
1836         if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1837             settings->op[i].cop = WINED3DTOP_DISABLE;
1838             settings->op[i].aop = WINED3DTOP_DISABLE;
1839             settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1840             settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1841             settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1842             settings->op[i].dst = resultreg;
1843             settings->op[i].tex_type = tex_1d;
1844             settings->op[i].projected = proj_none;
1845             i++;
1846             break;
1847         }
1848
1849         texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1850         if(texture) {
1851             settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
1852             if(ignore_textype) {
1853                 settings->op[i].tex_type = tex_1d;
1854             } else {
1855                 switch(stateblock->textureDimensions[i]) {
1856                     case GL_TEXTURE_1D:
1857                         settings->op[i].tex_type = tex_1d;
1858                         break;
1859                     case GL_TEXTURE_2D:
1860                         settings->op[i].tex_type = tex_2d;
1861                         break;
1862                     case GL_TEXTURE_3D:
1863                         settings->op[i].tex_type = tex_3d;
1864                         break;
1865                     case GL_TEXTURE_CUBE_MAP_ARB:
1866                         settings->op[i].tex_type = tex_cube;
1867                         break;
1868                     case GL_TEXTURE_RECTANGLE_ARB:
1869                         settings->op[i].tex_type = tex_rect;
1870                         break;
1871                 }
1872             }
1873         } else {
1874             settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1875             settings->op[i].tex_type = tex_1d;
1876         }
1877
1878         cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1879         aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1880
1881         carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1882         carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1883         carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1884
1885         if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1886                          carg1, carg2, carg0)) {
1887             carg0 = 0xffffffff;
1888             carg2 = 0xffffffff;
1889             carg1 = WINED3DTA_CURRENT;
1890             cop = WINED3DTOP_SELECTARG1;
1891         }
1892
1893         if(cop == WINED3DTOP_DOTPRODUCT3) {
1894             /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
1895              * the color result to the alpha component of the destination
1896              */
1897             aop = cop;
1898             aarg1 = carg1;
1899             aarg2 = carg2;
1900             aarg0 = carg0;
1901         } else {
1902             aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1903             aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1904             aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1905         }
1906
1907         if(i == 0 && stateblock->textures[0] &&
1908                   stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1909                  (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1910                   stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1911             IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1912
1913             if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1914                getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1915
1916                 if(aop == WINED3DTOP_DISABLE) {
1917                    aarg1 = WINED3DTA_TEXTURE;
1918                    aop = WINED3DTOP_SELECTARG1;
1919                 }
1920                 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
1921                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1922                         aarg2 = WINED3DTA_TEXTURE;
1923                         aop = WINED3DTOP_MODULATE;
1924                     }
1925                     else aarg1 = WINED3DTA_TEXTURE;
1926                 }
1927                 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
1928                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1929                         aarg1 = WINED3DTA_TEXTURE;
1930                         aop = WINED3DTOP_MODULATE;
1931                     }
1932                     else aarg2 = WINED3DTA_TEXTURE;
1933                 }
1934             }
1935         }
1936
1937         if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
1938            aarg1, aarg2, aarg0)) {
1939                aarg0 = 0xffffffff;
1940                aarg2 = 0xffffffff;
1941                aarg1 = WINED3DTA_CURRENT;
1942                aop = WINED3DTOP_SELECTARG1;
1943         }
1944
1945         if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
1946            aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
1947             ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1948             if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1949                 settings->op[i].projected = proj_count3;
1950             } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1951                 settings->op[i].projected = proj_count4;
1952             } else {
1953                 settings->op[i].projected = proj_none;
1954             }
1955         } else {
1956             settings->op[i].projected = proj_none;
1957         }
1958
1959         settings->op[i].cop = cop;
1960         settings->op[i].aop = aop;
1961         settings->op[i].carg0 = carg0;
1962         settings->op[i].carg1 = carg1;
1963         settings->op[i].carg2 = carg2;
1964         settings->op[i].aarg0 = aarg0;
1965         settings->op[i].aarg1 = aarg1;
1966         settings->op[i].aarg2 = aarg2;
1967
1968         if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
1969             settings->op[i].dst = tempreg;
1970         } else {
1971             settings->op[i].dst = resultreg;
1972         }
1973     }
1974
1975     /* Clear unsupported stages */
1976     for(; i < MAX_TEXTURES; i++) {
1977         memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
1978     }
1979
1980     if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
1981         settings->fog = FOG_OFF;
1982     } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1983         switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1984             case WINED3DFOG_NONE:
1985             case WINED3DFOG_LINEAR:
1986                 settings->fog = FOG_LINEAR;
1987                 break;
1988             case WINED3DFOG_EXP:
1989                 settings->fog = FOG_EXP;
1990                 break;
1991             case WINED3DFOG_EXP2:
1992                 settings->fog = FOG_EXP2;
1993                 break;
1994         }
1995     } else {
1996         switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1997             case WINED3DFOG_LINEAR:
1998                 settings->fog = FOG_LINEAR;
1999                 break;
2000             case WINED3DFOG_EXP:
2001                 settings->fog = FOG_EXP;
2002                 break;
2003             case WINED3DFOG_EXP2:
2004                 settings->fog = FOG_EXP2;
2005                 break;
2006         }
2007     }
2008     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2009         settings->sRGB_write = 1;
2010     } else {
2011         settings->sRGB_write = 0;
2012     }
2013 }
2014 #undef GLINFO_LOCATION
2015
2016 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings)
2017 {
2018     return (struct ffp_desc *)hash_table_get(fragment_shaders, settings);}
2019
2020 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc) {
2021     struct ffp_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2022     /* Note that the key is the implementation independent part of the ffp_desc structure,
2023      * whereas desc points to an extended structure with implementation specific parts.
2024      * Make a copy of the key because hash_table_put takes ownership of it
2025      */
2026     *key = desc->settings;
2027     hash_table_put(shaders, key, desc);
2028 }
2029
2030 /* Activates the texture dimension according to the bound D3D texture.
2031  * Does not care for the colorop or correct gl texture unit(when using nvrc)
2032  * Requires the caller to activate the correct unit before
2033  */
2034 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2035 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2036     if(stateblock->textures[stage]) {
2037         switch(stateblock->textureDimensions[stage]) {
2038             case GL_TEXTURE_2D:
2039                 glDisable(GL_TEXTURE_3D);
2040                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2041                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2042                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2043                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2044                 }
2045                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2046                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2047                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2048                 }
2049                 glEnable(GL_TEXTURE_2D);
2050                 checkGLcall("glEnable(GL_TEXTURE_2D)");
2051                 break;
2052             case GL_TEXTURE_RECTANGLE_ARB:
2053                 glDisable(GL_TEXTURE_2D);
2054                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2055                 glDisable(GL_TEXTURE_3D);
2056                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2057                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2058                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2059                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2060                 }
2061                 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2062                 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2063                 break;
2064             case GL_TEXTURE_3D:
2065                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2066                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2067                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2068                 }
2069                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2070                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2071                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2072                 }
2073                 glDisable(GL_TEXTURE_2D);
2074                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2075                 glEnable(GL_TEXTURE_3D);
2076                 checkGLcall("glEnable(GL_TEXTURE_3D)");
2077                 break;
2078             case GL_TEXTURE_CUBE_MAP_ARB:
2079                 glDisable(GL_TEXTURE_2D);
2080                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2081                 glDisable(GL_TEXTURE_3D);
2082                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2083                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2084                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2085                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2086                 }
2087                 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2088                 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2089               break;
2090         }
2091     } else {
2092         glEnable(GL_TEXTURE_2D);
2093         checkGLcall("glEnable(GL_TEXTURE_2D)");
2094         glDisable(GL_TEXTURE_3D);
2095         checkGLcall("glDisable(GL_TEXTURE_3D)");
2096         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2097             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2098             checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2099         }
2100         if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2101             glDisable(GL_TEXTURE_RECTANGLE_ARB);
2102             checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2103         }
2104         /* Binding textures is done by samplers. A dummy texture will be bound */
2105     }
2106 }
2107
2108 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2109     DWORD sampler = state - STATE_SAMPLER(0);
2110     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2111
2112     /* No need to enable / disable anything here for unused samplers. The tex_colorop
2113     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2114     * will take care of this business
2115     */
2116     if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2117     if(sampler >= stateblock->lowest_disabled_stage) return;
2118     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2119
2120     texture_activate_dimensions(sampler, stateblock, context);
2121 }
2122 #undef GLINFO_LOCATION
2123
2124 unsigned int ffp_program_key_hash(void *key) {
2125     struct ffp_settings *k = (struct ffp_settings *)key;
2126     unsigned int hash = 0, i;
2127     DWORD *blob;
2128
2129     /* This takes the texture op settings of stage 0 and 1 into account.
2130      * how exactly depends on the memory laybout of the compiler, but it
2131      * should not matter too much. Stages > 1 are used rarely, so there's
2132      * no need to process them. Even if they're used it is likely that
2133      * the ffp setup has distinct stage 0 and 1 settings.
2134      */
2135     for(i = 0; i < 2; i++) {
2136         blob = (DWORD *) &k->op[i];
2137         hash ^= blob[0] ^ blob[1];
2138     }
2139
2140     hash += ~(hash << 15);
2141     hash ^=  (hash >> 10);
2142     hash +=  (hash << 3);
2143     hash ^=  (hash >> 6);
2144     hash += ~(hash << 11);
2145     hash ^=  (hash >> 16);
2146
2147     return hash;
2148 }
2149
2150 BOOL ffp_program_key_compare(void *keya, void *keyb) {
2151     struct ffp_settings *ka = (struct ffp_settings *)keya;
2152     struct ffp_settings *kb = (struct ffp_settings *)keyb;
2153
2154     return memcmp(ka, kb, sizeof(*ka)) == 0;
2155 }