2 * Utility functions for the WineD3D Library
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
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.
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.
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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /*****************************************************************************
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.
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 },
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 },
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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 },
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 },
123 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
125 } GlPixelFormatDescTemplate;
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
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134 /*{ internal ,srgbInternal , rtInternal, format ,type \
136 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
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
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
163 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
165 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
168 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
169 ,WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_G32R32F ,GL_RG32F ,GL_RG32F , 0, GL_RG ,GL_FLOAT
171 ,WINED3DFMT_FLAG_RENDERTARGET },
172 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
173 ,WINED3DFMT_FLAG_RENDERTARGET },
175 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
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 ,GL_RG16F ,GL_RG16F , 0, GL_RG ,GL_HALF_FLOAT_ARB
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
187 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
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
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 },
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
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
244 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,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
270 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
272 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
274 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
276 /* Vendor-specific formats */
277 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
279 {WINED3DFMT_NVHU ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
281 {WINED3DFMT_NVHS ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
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
289 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
293 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
294 if(formats[i].format == fmt) {
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
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;
312 /* If a format depends on some extensions, remove them from the table above and initialize them
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].color_fixup = COLOR_FIXUP_IDENTITY;
322 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
323 gl_info->gl_formats[dst].heightscale = 1.0;
325 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
326 gl_formats_template[src].rtInternal != 0) {
330 /* Check if the default internal format is supported as a frame buffer target, otherwise
331 * fall back to the render target internal.
333 * Try to stick to the standard format if possible, this limits precision differences
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);
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));
346 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
347 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
348 glDeleteTextures(1, &tex);
350 checkGLcall("Framebuffer format check");
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;
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;
362 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
366 dst = getFmtIdx(WINED3DFMT_R16F);
367 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
368 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
369 /* When ARB_texture_rg is supported we only require 16-bit for R16F instead of 64-bit RGBA16F */
370 if(GL_SUPPORT(ARB_TEXTURE_RG))
372 gl_info->gl_formats[dst].glInternal = GL_R16F;
373 gl_info->gl_formats[dst].glGammaInternal = GL_R16F;
376 dst = getFmtIdx(WINED3DFMT_R32F);
377 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
378 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
379 /* When ARB_texture_rg is supported we only require 32-bit for R32F instead of 128-bit RGBA32F */
380 if(GL_SUPPORT(ARB_TEXTURE_RG))
382 gl_info->gl_formats[dst].glInternal = GL_R32F;
383 gl_info->gl_formats[dst].glGammaInternal = GL_R32F;
386 dst = getFmtIdx(WINED3DFMT_G16R16);
387 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
388 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
390 dst = getFmtIdx(WINED3DFMT_G16R16F);
391 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
392 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
394 dst = getFmtIdx(WINED3DFMT_G32R32F);
395 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
396 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
398 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
399 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
400 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
401 * the only driver that implements it(fglrx) has a buggy implementation.
403 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
404 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
405 * conversion for this format.
407 if (!GL_SUPPORT(NV_TEXTURE_SHADER))
409 dst = getFmtIdx(WINED3DFMT_V8U8);
410 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
411 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
412 dst = getFmtIdx(WINED3DFMT_V16U16);
413 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
414 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
418 dst = getFmtIdx(WINED3DFMT_V8U8);
419 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
420 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
421 dst = getFmtIdx(WINED3DFMT_V16U16);
422 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
423 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
426 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
427 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
430 dst = getFmtIdx(WINED3DFMT_L6V5U5);
431 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
432 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
433 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
434 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
435 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
436 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
437 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
438 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
440 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
441 * are converted at surface loading time, but they do not need any modification in
442 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
443 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
447 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
448 dst = getFmtIdx(WINED3DFMT_ATI2N);
449 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
450 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
451 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
452 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
453 } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
454 dst = getFmtIdx(WINED3DFMT_ATI2N);
455 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
456 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
457 gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc(
458 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
461 if(!GL_SUPPORT(APPLE_YCBCR_422)) {
462 dst = getFmtIdx(WINED3DFMT_YUY2);
463 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
464 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
465 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
466 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
467 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
469 dst = getFmtIdx(WINED3DFMT_UYVY);
470 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
471 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
472 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
473 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
474 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
477 dst = getFmtIdx(WINED3DFMT_YV12);
478 gl_info->gl_formats[dst].heightscale = 1.5;
479 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
484 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
485 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] =
487 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
488 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
489 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
490 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
491 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
492 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
493 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
494 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
495 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
496 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
497 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
498 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
499 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
500 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
501 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
502 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
503 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
506 void init_type_lookup(WineD3D_GL_Info *gl_info) {
507 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
509 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
511 gl_info->glTypeLookup[WINED3DDECLTYPE_D3DCOLOR].format = GL_BGRA;
514 if (GL_SUPPORT(NV_HALF_FLOAT))
516 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
517 * It is the job of the vertex buffer code to make sure that the vbos have the right format
519 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_HALF_FLOAT_NV;
520 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_HALF_FLOAT_NV;
524 #undef GLINFO_LOCATION
526 #define GLINFO_LOCATION This->adapter->gl_info
528 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
529 const struct GlPixelFormatDesc **glDesc)
531 int idx = getFmtIdx(fmt);
534 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
535 /* Get the caller a valid pointer */
536 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
539 if(!gl_info->gl_formats) {
540 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
541 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
542 * static variables to be initialized to 0.
544 static const struct GlPixelFormatDesc dummyFmt;
547 *glDesc = &gl_info->gl_formats[idx];
550 return &formats[idx];
553 /*****************************************************************************
554 * Trace formatting of useful values
556 const char* debug_d3dformat(WINED3DFORMAT fmt) {
558 #define FMT_TO_STR(fmt) case fmt: return #fmt
559 FMT_TO_STR(WINED3DFMT_UNKNOWN);
560 FMT_TO_STR(WINED3DFMT_R8G8B8);
561 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
562 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
563 FMT_TO_STR(WINED3DFMT_R5G6B5);
564 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
565 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
566 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
567 FMT_TO_STR(WINED3DFMT_R3G3B2);
568 FMT_TO_STR(WINED3DFMT_A8);
569 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
570 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
571 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
572 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
573 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
574 FMT_TO_STR(WINED3DFMT_G16R16);
575 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
576 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
577 FMT_TO_STR(WINED3DFMT_A8P8);
578 FMT_TO_STR(WINED3DFMT_P8);
579 FMT_TO_STR(WINED3DFMT_L8);
580 FMT_TO_STR(WINED3DFMT_A8L8);
581 FMT_TO_STR(WINED3DFMT_A4L4);
582 FMT_TO_STR(WINED3DFMT_V8U8);
583 FMT_TO_STR(WINED3DFMT_L6V5U5);
584 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
585 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
586 FMT_TO_STR(WINED3DFMT_V16U16);
587 FMT_TO_STR(WINED3DFMT_W11V11U10);
588 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
589 FMT_TO_STR(WINED3DFMT_UYVY);
590 FMT_TO_STR(WINED3DFMT_YUY2);
591 FMT_TO_STR(WINED3DFMT_YV12);
592 FMT_TO_STR(WINED3DFMT_DXT1);
593 FMT_TO_STR(WINED3DFMT_DXT2);
594 FMT_TO_STR(WINED3DFMT_DXT3);
595 FMT_TO_STR(WINED3DFMT_DXT4);
596 FMT_TO_STR(WINED3DFMT_DXT5);
597 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
598 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
599 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
600 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
601 FMT_TO_STR(WINED3DFMT_D32);
602 FMT_TO_STR(WINED3DFMT_D15S1);
603 FMT_TO_STR(WINED3DFMT_D24S8);
604 FMT_TO_STR(WINED3DFMT_D24X8);
605 FMT_TO_STR(WINED3DFMT_D24X4S4);
606 FMT_TO_STR(WINED3DFMT_D16);
607 FMT_TO_STR(WINED3DFMT_L16);
608 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
609 FMT_TO_STR(WINED3DFMT_D24FS8);
610 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
611 FMT_TO_STR(WINED3DFMT_INDEX16);
612 FMT_TO_STR(WINED3DFMT_INDEX32);
613 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
614 FMT_TO_STR(WINED3DFMT_R16F);
615 FMT_TO_STR(WINED3DFMT_G16R16F);
616 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
617 FMT_TO_STR(WINED3DFMT_R32F);
618 FMT_TO_STR(WINED3DFMT_G32R32F);
619 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
620 FMT_TO_STR(WINED3DFMT_CxV8U8);
621 FMT_TO_STR(WINED3DFMT_ATI2N);
622 FMT_TO_STR(WINED3DFMT_NVHU);
623 FMT_TO_STR(WINED3DFMT_NVHS);
628 fourcc[0] = (char)(fmt);
629 fourcc[1] = (char)(fmt >> 8);
630 fourcc[2] = (char)(fmt >> 16);
631 fourcc[3] = (char)(fmt >> 24);
633 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
634 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
636 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
638 return "unrecognized";
642 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
644 #define DEVTYPE_TO_STR(dev) case dev: return #dev
645 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
646 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
647 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
648 #undef DEVTYPE_TO_STR
650 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
651 return "unrecognized";
655 const char* debug_d3dusage(DWORD usage) {
656 switch (usage & WINED3DUSAGE_MASK) {
657 #define WINED3DUSAGE_TO_STR(u) case u: return #u
658 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
659 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
660 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
661 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
662 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
663 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
664 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
665 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
666 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
667 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
668 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
669 #undef WINED3DUSAGE_TO_STR
670 case 0: return "none";
672 FIXME("Unrecognized %u Usage!\n", usage);
673 return "unrecognized";
677 const char* debug_d3dusagequery(DWORD usagequery) {
678 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
679 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
680 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
681 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
682 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
683 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
684 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
685 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
686 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
687 #undef WINED3DUSAGEQUERY_TO_STR
688 case 0: return "none";
690 FIXME("Unrecognized %u Usage Query!\n", usagequery);
691 return "unrecognized";
695 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
697 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
698 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
699 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
700 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
701 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
702 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
703 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
704 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
705 #undef WINED3DDECLMETHOD_TO_STR
707 FIXME("Unrecognized %u declaration method!\n", method);
708 return "unrecognized";
712 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
714 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
715 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
716 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
717 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
718 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
719 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
720 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
721 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
722 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
723 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
724 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
725 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
726 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
727 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
728 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
729 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
730 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
731 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
732 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
733 #undef WINED3DDECLTYPE_TO_STR
735 FIXME("Unrecognized %u declaration type!\n", type);
736 return "unrecognized";
740 const char* debug_d3ddeclusage(BYTE usage) {
742 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
743 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
744 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
745 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
746 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
747 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
748 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
749 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
750 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
751 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
752 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
753 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
754 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
755 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
756 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
757 #undef WINED3DDECLUSAGE_TO_STR
759 FIXME("Unrecognized %u declaration usage!\n", usage);
760 return "unrecognized";
764 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
766 #define RES_TO_STR(res) case res: return #res
767 RES_TO_STR(WINED3DRTYPE_SURFACE);
768 RES_TO_STR(WINED3DRTYPE_VOLUME);
769 RES_TO_STR(WINED3DRTYPE_TEXTURE);
770 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
771 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
772 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
773 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
776 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
777 return "unrecognized";
781 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
782 switch (PrimitiveType) {
783 #define PRIM_TO_STR(prim) case prim: return #prim
784 PRIM_TO_STR(WINED3DPT_POINTLIST);
785 PRIM_TO_STR(WINED3DPT_LINELIST);
786 PRIM_TO_STR(WINED3DPT_LINESTRIP);
787 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
788 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
789 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
792 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
793 return "unrecognized";
797 const char* debug_d3drenderstate(DWORD state) {
799 #define D3DSTATE_TO_STR(u) case u: return #u
800 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
801 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
802 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
803 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
804 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
805 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
806 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
807 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
808 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
809 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
810 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
811 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
812 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
813 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
814 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
815 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
816 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
817 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
818 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
819 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
820 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
821 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
822 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
823 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
824 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
825 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
826 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
827 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
828 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
829 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
830 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
831 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
832 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
833 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
834 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
835 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
836 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
837 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
838 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
839 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
840 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
841 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
842 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
843 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
844 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
845 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
846 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
847 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
848 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
849 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
850 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
851 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
852 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
853 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
854 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
855 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
856 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
857 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
858 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
859 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
860 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
861 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
862 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
863 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
864 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
865 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
866 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
867 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
868 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
869 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
870 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
871 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
872 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
873 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
874 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
875 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
876 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
877 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
878 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
879 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
880 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
881 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
882 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
883 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
884 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
885 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
886 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
887 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
888 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
889 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
890 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
891 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
892 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
893 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
894 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
895 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
896 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
897 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
898 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
899 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
900 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
901 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
902 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
903 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
904 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
905 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
906 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
907 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
908 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
909 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
910 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
911 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
912 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
913 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
914 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
915 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
916 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
917 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
918 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
919 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
920 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
921 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
922 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
923 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
924 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
925 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
926 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
927 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
928 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
929 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
930 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
931 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
932 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
933 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
934 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
935 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
936 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
937 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
938 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
939 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
940 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
941 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
942 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
943 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
944 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
945 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
946 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
947 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
948 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
949 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
950 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
951 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
952 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
953 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
954 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
955 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
956 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
957 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
958 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
959 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
960 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
961 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
962 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
963 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
964 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
965 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
966 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
967 #undef D3DSTATE_TO_STR
969 FIXME("Unrecognized %u render state!\n", state);
970 return "unrecognized";
974 const char* debug_d3dsamplerstate(DWORD state) {
976 #define D3DSTATE_TO_STR(u) case u: return #u
977 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
978 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
979 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
980 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
981 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
982 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
983 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
984 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
985 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
986 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
987 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
988 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
989 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
990 #undef D3DSTATE_TO_STR
992 FIXME("Unrecognized %u sampler state!\n", state);
993 return "unrecognized";
997 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
998 switch (filter_type) {
999 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
1000 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
1001 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
1002 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
1003 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
1004 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
1005 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
1006 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
1007 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
1008 #undef D3DTEXTUREFILTERTYPE_TO_STR
1010 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
1011 return "unrecognized";
1015 const char* debug_d3dtexturestate(DWORD state) {
1017 #define D3DSTATE_TO_STR(u) case u: return #u
1018 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
1019 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
1020 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
1021 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
1022 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
1023 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
1024 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
1025 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
1026 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
1027 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
1028 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
1029 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
1030 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
1031 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
1032 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
1033 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
1034 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
1035 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
1036 #undef D3DSTATE_TO_STR
1038 FIXME("Unrecognized %u texture state!\n", state);
1039 return "unrecognized";
1043 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
1045 #define D3DTOP_TO_STR(u) case u: return #u
1046 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1047 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1048 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1049 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1050 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1051 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1052 D3DTOP_TO_STR(WINED3DTOP_ADD);
1053 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1054 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1055 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1056 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1057 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1058 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1059 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1060 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1061 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1062 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1063 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1064 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1065 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1066 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1067 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1068 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1069 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1070 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1071 D3DTOP_TO_STR(WINED3DTOP_LERP);
1072 #undef D3DTOP_TO_STR
1074 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1075 return "unrecognized";
1079 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1081 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1082 TSTYPE_TO_STR(WINED3DTS_VIEW);
1083 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1084 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1085 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1086 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1087 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1088 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1089 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1090 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1091 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1092 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1093 #undef TSTYPE_TO_STR
1095 if (tstype > 256 && tstype < 512) {
1096 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1097 return ("WINED3DTS_WORLDMATRIX > 0");
1099 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1100 return "unrecognized";
1104 const char* debug_d3dpool(WINED3DPOOL Pool) {
1106 #define POOL_TO_STR(p) case p: return #p
1107 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1108 POOL_TO_STR(WINED3DPOOL_MANAGED);
1109 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1110 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1113 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1114 return "unrecognized";
1118 const char *debug_fbostatus(GLenum status) {
1120 #define FBOSTATUS_TO_STR(u) case u: return #u
1121 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1122 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1123 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1124 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1125 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1126 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1127 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1128 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
1129 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1130 #undef FBOSTATUS_TO_STR
1132 FIXME("Unrecognied FBO status 0x%08x\n", status);
1133 return "unrecognized";
1137 const char *debug_glerror(GLenum error) {
1139 #define GLERROR_TO_STR(u) case u: return #u
1140 GLERROR_TO_STR(GL_NO_ERROR);
1141 GLERROR_TO_STR(GL_INVALID_ENUM);
1142 GLERROR_TO_STR(GL_INVALID_VALUE);
1143 GLERROR_TO_STR(GL_INVALID_OPERATION);
1144 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1145 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1146 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1147 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1148 #undef GLERROR_TO_STR
1150 FIXME("Unrecognied GL error 0x%08x\n", error);
1151 return "unrecognized";
1155 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1157 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1158 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1159 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1160 default: return "unrecognized";
1164 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1166 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1167 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1168 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1169 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1170 default: return "unrecognized";
1174 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
1178 #define WINED3D_TO_STR(x) case x: return #x
1179 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
1180 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
1181 WINED3D_TO_STR(CHANNEL_SOURCE_X);
1182 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
1183 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
1184 WINED3D_TO_STR(CHANNEL_SOURCE_W);
1185 WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
1186 WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
1187 #undef WINED3D_TO_STR
1189 FIXME("Unrecognized fixup_channel_source %#x\n", source);
1190 return "unrecognized";
1194 static const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
1198 #define WINED3D_TO_STR(x) case x: return #x
1199 WINED3D_TO_STR(YUV_FIXUP_YUY2);
1200 WINED3D_TO_STR(YUV_FIXUP_UYVY);
1201 WINED3D_TO_STR(YUV_FIXUP_YV12);
1202 #undef WINED3D_TO_STR
1204 FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
1205 return "unrecognized";
1209 void dump_color_fixup_desc(struct color_fixup_desc fixup)
1211 if (is_yuv_fixup(fixup))
1213 TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
1217 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
1218 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
1219 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
1220 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
1223 const char *debug_surflocation(DWORD flag) {
1227 if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");
1228 if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");
1229 if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");
1230 if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");
1231 return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
1234 /*****************************************************************************
1235 * Useful functions mapping GL <-> D3D values
1237 GLenum StencilOp(DWORD op) {
1239 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1240 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1241 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1242 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1243 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1244 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1245 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1246 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1248 FIXME("Unrecognized stencil op %d\n", op);
1253 GLenum CompareFunc(DWORD func) {
1254 switch ((WINED3DCMPFUNC)func) {
1255 case WINED3DCMP_NEVER : return GL_NEVER;
1256 case WINED3DCMP_LESS : return GL_LESS;
1257 case WINED3DCMP_EQUAL : return GL_EQUAL;
1258 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1259 case WINED3DCMP_GREATER : return GL_GREATER;
1260 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1261 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1262 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1264 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1269 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1270 if (op == WINED3DTOP_DISABLE) return FALSE;
1271 if (This->stateBlock->textures[stage]) return FALSE;
1273 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1274 && op != WINED3DTOP_SELECTARG2) return TRUE;
1275 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1276 && op != WINED3DTOP_SELECTARG1) return TRUE;
1277 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1278 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1283 /* Setup this textures matrix according to the texture flags*/
1284 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
1285 BOOL ffp_proj_control)
1289 glMatrixMode(GL_TEXTURE);
1290 checkGLcall("glMatrixMode(GL_TEXTURE)");
1292 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1294 checkGLcall("glLoadIdentity()");
1298 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1299 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1303 memcpy(mat, smat, 16 * sizeof(float));
1305 if (flags & WINED3DTTFF_PROJECTED) {
1306 if(!ffp_proj_control) {
1307 switch (flags & ~WINED3DTTFF_PROJECTED) {
1308 case WINED3DTTFF_COUNT2:
1309 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1310 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1312 case WINED3DTTFF_COUNT3:
1313 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1314 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1318 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1319 if(!calculatedCoords) {
1321 case WINED3DDECLTYPE_FLOAT1:
1322 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1323 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1324 * the input value to the transformation will be 0, so the matrix value is irrelevant
1331 case WINED3DDECLTYPE_FLOAT2:
1332 /* See above, just 3rd and 4th coord
1339 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1340 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1342 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1343 * into a bad place. The division elimination below will apply to make sure the
1344 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1346 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1349 FIXME("Unexpected fixed function texture coord input\n");
1352 if(!ffp_proj_control) {
1353 switch (flags & ~WINED3DTTFF_PROJECTED) {
1354 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1355 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1356 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1357 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1358 * the 4th coord evaluates to 1.0 to eliminate that.
1360 * If the fixed function pipeline is used, the 4th value remains unused,
1361 * so there is no danger in doing this. With vertex shaders we have a
1362 * problem. Should an app hit that problem, the code here would have to
1363 * check for pixel shaders, and the shader has to undo the default gl divide.
1365 * A more serious problem occurs if the app passes 4 coordinates in, and the
1366 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1367 * or a replacement shader
1369 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1375 checkGLcall("glLoadMatrixf(mat)");
1377 #undef GLINFO_LOCATION
1379 /* This small helper function is used to convert a bitmask into the number of masked bits */
1380 unsigned int count_bits(unsigned int mask)
1383 for (count = 0; mask; ++count)
1390 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1391 * The later function requires individual color components. */
1392 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1394 const StaticPixelFormatDesc *desc;
1396 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1399 case WINED3DFMT_X8R8G8B8:
1400 case WINED3DFMT_R8G8B8:
1401 case WINED3DFMT_A8R8G8B8:
1402 case WINED3DFMT_A2R10G10B10:
1403 case WINED3DFMT_X1R5G5B5:
1404 case WINED3DFMT_A1R5G5B5:
1405 case WINED3DFMT_R5G6B5:
1406 case WINED3DFMT_X4R4G4B4:
1407 case WINED3DFMT_A4R4G4B4:
1408 case WINED3DFMT_R3G3B2:
1409 case WINED3DFMT_A8P8:
1413 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1417 desc = getFormatDescEntry(fmt, NULL, NULL);
1420 ERR("Unable to look up format: 0x%x\n", fmt);
1423 *redSize = count_bits(desc->redMask);
1424 *greenSize = count_bits(desc->greenMask);
1425 *blueSize = count_bits(desc->blueMask);
1426 *alphaSize = count_bits(desc->alphaMask);
1427 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1429 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1433 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1434 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1436 const StaticPixelFormatDesc *desc;
1438 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1441 case WINED3DFMT_D16_LOCKABLE:
1442 case WINED3DFMT_D16:
1443 case WINED3DFMT_D15S1:
1444 case WINED3DFMT_D24X8:
1445 case WINED3DFMT_D24X4S4:
1446 case WINED3DFMT_D24S8:
1447 case WINED3DFMT_D24FS8:
1448 case WINED3DFMT_D32:
1449 case WINED3DFMT_D32F_LOCKABLE:
1452 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1456 desc = getFormatDescEntry(fmt, NULL, NULL);
1459 ERR("Unable to look up format: 0x%x\n", fmt);
1462 *depthSize = desc->depthSize;
1463 *stencilSize = desc->stencilSize;
1465 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1469 /* DirectDraw stuff */
1470 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1472 case 8: return WINED3DFMT_P8;
1473 case 15: return WINED3DFMT_X1R5G5B5;
1474 case 16: return WINED3DFMT_R5G6B5;
1475 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1476 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1477 default: return WINED3DFMT_UNKNOWN;
1481 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1484 /* Now do the multiplication 'by hand'.
1485 I know that all this could be optimised, but this will be done later :-) */
1486 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);
1487 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);
1488 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);
1489 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);
1491 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);
1492 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);
1493 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);
1494 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);
1496 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);
1497 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);
1498 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);
1499 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);
1501 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);
1502 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);
1503 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);
1504 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);
1506 /* And copy the new matrix in the good storage.. */
1507 memcpy(dest, &temp, 16 * sizeof(float));
1510 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1513 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1515 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1516 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1517 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1518 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1519 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1520 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1521 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1522 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1523 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1524 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1525 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1526 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1527 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
1528 default: ERR("Unexpected position mask\n");
1530 for (i = 0; i < numTextures; i++) {
1531 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1537 /***********************************************************************
1540 * Calculates the dimensions of the opengl texture used for blits.
1541 * Handled oversized opengl textures and updates the source rectangle
1545 * This: Surface to operate on
1546 * Rect: Requested rectangle
1549 * TRUE if the texture part can be loaded,
1552 *********************************************************************/
1553 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1555 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1556 int x1 = Rect->left, x2 = Rect->right;
1557 int y1 = Rect->top, y2 = Rect->bottom;
1558 GLint maxSize = GL_LIMITS(texture_size);
1560 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1561 Rect->left, Rect->top, Rect->right, Rect->bottom);
1563 /* The sizes might be reversed */
1564 if(Rect->left > Rect->right) {
1568 if(Rect->top > Rect->bottom) {
1573 /* No oversized texture? This is easy */
1574 if(!(This->Flags & SFLAG_OVERSIZE)) {
1575 /* Which rect from the texture do I need? */
1576 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1577 glTexCoord[0] = (float) Rect->left;
1578 glTexCoord[2] = (float) Rect->top;
1579 glTexCoord[1] = (float) Rect->right;
1580 glTexCoord[3] = (float) Rect->bottom;
1582 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1583 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1584 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1585 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1590 /* Check if we can succeed at all */
1591 if( (x2 - x1) > maxSize ||
1592 (y2 - y1) > maxSize ) {
1593 TRACE("Requested rectangle is too large for gl\n");
1597 /* A part of the texture has to be picked. First, check if
1598 * some texture part is loaded already, if yes try to re-use it.
1599 * If the texture is dirty, or the part can't be used,
1600 * re-position the part to load
1602 if(This->Flags & SFLAG_INTEXTURE) {
1603 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1604 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1605 /* Ok, the rectangle is ok, re-use it */
1606 TRACE("Using existing gl Texture\n");
1608 /* Rectangle is not ok, dirtify the texture to reload it */
1609 TRACE("Dirtifying texture to force reload\n");
1610 This->Flags &= ~SFLAG_INTEXTURE;
1614 /* Now if we are dirty(no else if!) */
1615 if(!(This->Flags & SFLAG_INTEXTURE)) {
1616 /* Set the new rectangle. Use the following strategy:
1617 * 1) Use as big textures as possible.
1618 * 2) Place the texture part in the way that the requested
1619 * part is in the middle of the texture(well, almost)
1620 * 3) If the texture is moved over the edges of the
1621 * surface, replace it nicely
1622 * 4) If the coord is not limiting the texture size,
1623 * use the whole size
1625 if((This->pow2Width) > maxSize) {
1626 This->glRect.left = x1 - maxSize / 2;
1627 if(This->glRect.left < 0) {
1628 This->glRect.left = 0;
1630 This->glRect.right = This->glRect.left + maxSize;
1631 if(This->glRect.right > This->currentDesc.Width) {
1632 This->glRect.right = This->currentDesc.Width;
1633 This->glRect.left = This->glRect.right - maxSize;
1636 This->glRect.left = 0;
1637 This->glRect.right = This->pow2Width;
1640 if(This->pow2Height > maxSize) {
1641 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1642 if(This->glRect.top < 0) This->glRect.top = 0;
1643 This->glRect.bottom = This->glRect.left + maxSize;
1644 if(This->glRect.bottom > This->currentDesc.Height) {
1645 This->glRect.bottom = This->currentDesc.Height;
1646 This->glRect.top = This->glRect.bottom - maxSize;
1649 This->glRect.top = 0;
1650 This->glRect.bottom = This->pow2Height;
1652 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1653 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1656 /* Re-calculate the rect to draw */
1657 Rect->left -= This->glRect.left;
1658 Rect->right -= This->glRect.left;
1659 Rect->top -= This->glRect.top;
1660 Rect->bottom -= This->glRect.top;
1662 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1663 * or the pow2Width / pow2Height of the surface.
1665 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1666 * as regular GL_TEXTURE_2D.
1668 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1669 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1670 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1671 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1675 #undef GLINFO_LOCATION
1677 /* Hash table functions */
1679 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1681 struct hash_table_t *table;
1682 unsigned int initial_size = 8;
1684 table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1687 ERR("Failed to allocate table, returning NULL.\n");
1691 table->hash_function = hash_function;
1692 table->compare_function = compare_function;
1694 table->grow_size = initial_size - (initial_size >> 2);
1695 table->shrink_size = 0;
1697 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1698 if (!table->buckets)
1700 ERR("Failed to allocate table buckets, returning NULL.\n");
1701 HeapFree(GetProcessHeap(), 0, table);
1704 table->bucket_count = initial_size;
1706 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1707 if (!table->entries)
1709 ERR("Failed to allocate table entries, returning NULL.\n");
1710 HeapFree(GetProcessHeap(), 0, table->buckets);
1711 HeapFree(GetProcessHeap(), 0, table);
1714 table->entry_count = 0;
1716 list_init(&table->free_entries);
1722 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1726 for (i = 0; i < table->entry_count; ++i)
1729 free_value(table->entries[i].value, cb);
1731 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1734 HeapFree(GetProcessHeap(), 0, table->entries);
1735 HeapFree(GetProcessHeap(), 0, table->buckets);
1736 HeapFree(GetProcessHeap(), 0, table);
1739 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context)
1743 for (i = 0; i < table->entry_count; ++i)
1745 callback(table->entries[i].value, context);
1749 static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
1752 struct hash_table_entry_t *entry;
1754 if (table->buckets[idx].next)
1755 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1756 if (table->compare_function(entry->key, key)) return entry;
1761 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1763 unsigned int new_entry_count = 0;
1764 struct hash_table_entry_t *new_entries;
1765 struct list *new_buckets;
1766 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1769 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1772 ERR("Failed to allocate new buckets, returning FALSE.\n");
1776 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1779 ERR("Failed to allocate new entries, returning FALSE.\n");
1780 HeapFree(GetProcessHeap(), 0, new_buckets);
1784 for (i = 0; i < table->bucket_count; ++i)
1786 if (table->buckets[i].next)
1788 struct hash_table_entry_t *entry, *entry2;
1790 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1793 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1794 *new_entry = *entry;
1796 j = new_entry->hash & (new_bucket_count - 1);
1798 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1799 list_add_head(&new_buckets[j], &new_entry->entry);
1804 HeapFree(GetProcessHeap(), 0, table->buckets);
1805 table->buckets = new_buckets;
1807 HeapFree(GetProcessHeap(), 0, table->entries);
1808 table->entries = new_entries;
1810 table->entry_count = new_entry_count;
1811 list_init(&table->free_entries);
1813 table->bucket_count = new_bucket_count;
1814 table->grow_size = grow_size;
1815 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1820 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1824 struct hash_table_entry_t *entry;
1826 hash = table->hash_function(key);
1827 idx = hash & (table->bucket_count - 1);
1828 entry = hash_table_get_by_idx(table, key, idx);
1832 HeapFree(GetProcessHeap(), 0, key);
1833 entry->value = value;
1837 HeapFree(GetProcessHeap(), 0, entry->key);
1840 /* Remove the entry */
1841 list_remove(&entry->entry);
1842 list_add_head(&table->free_entries, &entry->entry);
1846 /* Shrink if necessary */
1847 if (table->count < table->shrink_size) {
1848 if (!hash_table_resize(table, table->bucket_count >> 1))
1850 ERR("Failed to shrink the table...\n");
1860 /* Grow if necessary */
1861 if (table->count >= table->grow_size)
1863 if (!hash_table_resize(table, table->bucket_count << 1))
1865 ERR("Failed to grow the table, returning.\n");
1869 idx = hash & (table->bucket_count - 1);
1872 /* Find an entry to insert */
1873 if (!list_empty(&table->free_entries))
1875 struct list *elem = list_head(&table->free_entries);
1878 entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1880 entry = table->entries + (table->entry_count++);
1883 /* Insert the entry */
1885 entry->value = value;
1887 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1888 list_add_head(&table->buckets[idx], &entry->entry);
1893 void hash_table_remove(struct hash_table_t *table, void *key)
1895 hash_table_put(table, key, NULL);
1898 void *hash_table_get(const struct hash_table_t *table, const void *key)
1901 struct hash_table_entry_t *entry;
1903 idx = table->hash_function(key) & (table->bucket_count - 1);
1904 entry = hash_table_get_by_idx(table, key, idx);
1906 return entry ? entry->value : NULL;
1909 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1910 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
1914 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1916 /* D3DTOP_DISABLE */ 0,
1917 /* D3DTOP_SELECTARG1 */ ARG1,
1918 /* D3DTOP_SELECTARG2 */ ARG2,
1919 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1920 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1921 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1922 /* D3DTOP_ADD */ ARG1 | ARG2,
1923 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1924 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1925 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1926 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1927 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1928 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1929 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1930 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1931 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1932 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1933 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1934 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1935 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1936 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1937 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1938 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1939 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1940 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1941 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1945 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1947 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1948 IWineD3DBaseTextureImpl *texture;
1949 settings->op[i].padding = 0;
1950 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1951 settings->op[i].cop = WINED3DTOP_DISABLE;
1952 settings->op[i].aop = WINED3DTOP_DISABLE;
1953 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1954 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1955 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
1956 settings->op[i].dst = resultreg;
1957 settings->op[i].tex_type = tex_1d;
1958 settings->op[i].projected = proj_none;
1963 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1965 settings->op[i].color_fixup = texture->baseTexture.shader_color_fixup;
1966 if(ignore_textype) {
1967 settings->op[i].tex_type = tex_1d;
1969 switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
1971 settings->op[i].tex_type = tex_1d;
1974 settings->op[i].tex_type = tex_2d;
1977 settings->op[i].tex_type = tex_3d;
1979 case GL_TEXTURE_CUBE_MAP_ARB:
1980 settings->op[i].tex_type = tex_cube;
1982 case GL_TEXTURE_RECTANGLE_ARB:
1983 settings->op[i].tex_type = tex_rect;
1988 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
1989 settings->op[i].tex_type = tex_1d;
1992 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1993 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1995 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
1996 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
1997 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
1999 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
2000 carg1, carg2, carg0)) {
2003 carg1 = WINED3DTA_CURRENT;
2004 cop = WINED3DTOP_SELECTARG1;
2007 if(cop == WINED3DTOP_DOTPRODUCT3) {
2008 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2009 * the color result to the alpha component of the destination
2016 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2017 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2018 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2021 if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
2023 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2025 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2027 IWineD3DSurfaceImpl *surf;
2028 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2030 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
2031 && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
2033 if (aop == WINED3DTOP_DISABLE)
2035 aarg1 = WINED3DTA_TEXTURE;
2036 aop = WINED3DTOP_SELECTARG1;
2038 else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2040 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2042 aarg2 = WINED3DTA_TEXTURE;
2043 aop = WINED3DTOP_MODULATE;
2045 else aarg1 = WINED3DTA_TEXTURE;
2047 else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2049 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2051 aarg1 = WINED3DTA_TEXTURE;
2052 aop = WINED3DTOP_MODULATE;
2054 else aarg2 = WINED3DTA_TEXTURE;
2060 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
2061 aarg1, aarg2, aarg0)) {
2064 aarg1 = WINED3DTA_CURRENT;
2065 aop = WINED3DTOP_SELECTARG1;
2068 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
2069 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
2070 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2071 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
2072 settings->op[i].projected = proj_count3;
2073 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2074 settings->op[i].projected = proj_count4;
2076 settings->op[i].projected = proj_none;
2079 settings->op[i].projected = proj_none;
2082 settings->op[i].cop = cop;
2083 settings->op[i].aop = aop;
2084 settings->op[i].carg0 = carg0;
2085 settings->op[i].carg1 = carg1;
2086 settings->op[i].carg2 = carg2;
2087 settings->op[i].aarg0 = aarg0;
2088 settings->op[i].aarg1 = aarg1;
2089 settings->op[i].aarg2 = aarg2;
2091 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
2092 settings->op[i].dst = tempreg;
2094 settings->op[i].dst = resultreg;
2098 /* Clear unsupported stages */
2099 for(; i < MAX_TEXTURES; i++) {
2100 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2103 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
2104 settings->fog = FOG_OFF;
2105 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
2106 if(use_vs(stateblock) || ((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->position_transformed) {
2107 settings->fog = FOG_LINEAR;
2109 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
2110 case WINED3DFOG_NONE:
2111 case WINED3DFOG_LINEAR:
2112 settings->fog = FOG_LINEAR;
2114 case WINED3DFOG_EXP:
2115 settings->fog = FOG_EXP;
2117 case WINED3DFOG_EXP2:
2118 settings->fog = FOG_EXP2;
2123 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
2124 case WINED3DFOG_LINEAR:
2125 settings->fog = FOG_LINEAR;
2127 case WINED3DFOG_EXP:
2128 settings->fog = FOG_EXP;
2130 case WINED3DFOG_EXP2:
2131 settings->fog = FOG_EXP2;
2135 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2136 settings->sRGB_write = 1;
2138 settings->sRGB_write = 0;
2141 #undef GLINFO_LOCATION
2143 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
2144 const struct ffp_frag_settings *settings)
2146 return hash_table_get(fragment_shaders, settings);
2149 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
2150 struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2151 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2152 * whereas desc points to an extended structure with implementation specific parts.
2153 * Make a copy of the key because hash_table_put takes ownership of it
2155 *key = desc->settings;
2156 hash_table_put(shaders, key, desc);
2159 /* Activates the texture dimension according to the bound D3D texture.
2160 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2161 * Requires the caller to activate the correct unit before
2163 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2164 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2165 if(stateblock->textures[stage]) {
2166 switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
2168 glDisable(GL_TEXTURE_3D);
2169 checkGLcall("glDisable(GL_TEXTURE_3D)");
2170 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2171 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2172 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2174 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2175 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2176 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2178 glEnable(GL_TEXTURE_2D);
2179 checkGLcall("glEnable(GL_TEXTURE_2D)");
2181 case GL_TEXTURE_RECTANGLE_ARB:
2182 glDisable(GL_TEXTURE_2D);
2183 checkGLcall("glDisable(GL_TEXTURE_2D)");
2184 glDisable(GL_TEXTURE_3D);
2185 checkGLcall("glDisable(GL_TEXTURE_3D)");
2186 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2187 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2188 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2190 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2191 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2194 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2195 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2196 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2198 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2199 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2200 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2202 glDisable(GL_TEXTURE_2D);
2203 checkGLcall("glDisable(GL_TEXTURE_2D)");
2204 glEnable(GL_TEXTURE_3D);
2205 checkGLcall("glEnable(GL_TEXTURE_3D)");
2207 case GL_TEXTURE_CUBE_MAP_ARB:
2208 glDisable(GL_TEXTURE_2D);
2209 checkGLcall("glDisable(GL_TEXTURE_2D)");
2210 glDisable(GL_TEXTURE_3D);
2211 checkGLcall("glDisable(GL_TEXTURE_3D)");
2212 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2213 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2214 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2216 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2217 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2221 glEnable(GL_TEXTURE_2D);
2222 checkGLcall("glEnable(GL_TEXTURE_2D)");
2223 glDisable(GL_TEXTURE_3D);
2224 checkGLcall("glDisable(GL_TEXTURE_3D)");
2225 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2226 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2227 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2229 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2230 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2231 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2233 /* Binding textures is done by samplers. A dummy texture will be bound */
2237 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2238 DWORD sampler = state - STATE_SAMPLER(0);
2239 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2241 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2242 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2243 * will take care of this business
2245 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2246 if(sampler >= stateblock->lowest_disabled_stage) return;
2247 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2249 texture_activate_dimensions(sampler, stateblock, context);
2251 #undef GLINFO_LOCATION
2253 unsigned int ffp_frag_program_key_hash(const void *key)
2255 const struct ffp_frag_settings *k = key;
2256 unsigned int hash = 0, i;
2259 /* This takes the texture op settings of stage 0 and 1 into account.
2260 * how exactly depends on the memory laybout of the compiler, but it
2261 * should not matter too much. Stages > 1 are used rarely, so there's
2262 * no need to process them. Even if they're used it is likely that
2263 * the ffp setup has distinct stage 0 and 1 settings.
2265 for(i = 0; i < 2; i++) {
2266 blob = (const DWORD *)&k->op[i];
2267 hash ^= blob[0] ^ blob[1];
2270 hash += ~(hash << 15);
2271 hash ^= (hash >> 10);
2272 hash += (hash << 3);
2273 hash ^= (hash >> 6);
2274 hash += ~(hash << 11);
2275 hash ^= (hash >> 16);
2280 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
2282 const struct ffp_frag_settings *ka = keya;
2283 const struct ffp_frag_settings *kb = keyb;
2285 return memcmp(ka, kb, sizeof(*ka)) == 0;
2288 UINT wined3d_log2i(UINT32 x)
2290 static const BYTE l[] =
2292 0, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
2293 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
2294 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2295 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2296 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2297 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2298 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2299 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2300 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2301 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2302 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2303 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2304 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2305 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2306 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2307 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2311 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];