shell32: Handle ASSOCDATA_EDITFLAGS in IQueryAssociations:GetData function.
[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  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
32 struct StaticPixelFormatDesc
33 {
34     enum wined3d_format_id id;
35     DWORD alphaMask, redMask, greenMask, blueMask;
36     UINT bpp;
37     BYTE depthSize, stencilSize;
38 };
39
40 /*****************************************************************************
41  * Pixel format array
42  *
43  * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
44  * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
45  * high masks do not fit into the 32 bit values needed for ddraw. It is only
46  * used for ddraw mostly, and to figure out if the format has alpha at all, so
47  * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
48  * formats are not usable in 2D rendering because ddraw doesn't support them.
49  */
50 static const struct StaticPixelFormatDesc formats[] =
51 {
52   /* format id                           alphamask    redmask    greenmask    bluemask     bpp    depth  stencil */
53     {WINED3DFMT_UNKNOWN,                    0x0,        0x0,        0x0,        0x0,        0,      0,      0},
54     /* FourCC formats */
55     {WINED3DFMT_UYVY,                       0x0,        0x0,        0x0,        0x0,        2,      0,      0},
56     {WINED3DFMT_YUY2,                       0x0,        0x0,        0x0,        0x0,        2,      0,      0},
57     {WINED3DFMT_YV12,                       0x0,        0x0,        0x0,        0x0,        1,      0,      0},
58     {WINED3DFMT_DXT1,                       0x0,        0x0,        0x0,        0x0,        1,      0,      0},
59     {WINED3DFMT_DXT2,                       0x0,        0x0,        0x0,        0x0,        1,      0,      0},
60     {WINED3DFMT_DXT3,                       0x0,        0x0,        0x0,        0x0,        1,      0,      0},
61     {WINED3DFMT_DXT4,                       0x0,        0x0,        0x0,        0x0,        1,      0,      0},
62     {WINED3DFMT_DXT5,                       0x0,        0x0,        0x0,        0x0,        1,      0,      0},
63     {WINED3DFMT_MULTI2_ARGB8,               0x0,        0x0,        0x0,        0x0,        1/*?*/, 0,      0},
64     {WINED3DFMT_G8R8_G8B8,                  0x0,        0x0,        0x0,        0x0,        1/*?*/, 0,      0},
65     {WINED3DFMT_R8G8_B8G8,                  0x0,        0x0,        0x0,        0x0,        1/*?*/, 0,      0},
66     /* IEEE formats */
67     {WINED3DFMT_R32_FLOAT,                  0x0,        0x0,        0x0,        0x0,        4,      0,      0},
68     {WINED3DFMT_R32G32_FLOAT,               0x0,        0x0,        0x0,        0x0,        8,      0,      0},
69     {WINED3DFMT_R32G32B32_FLOAT,            0x0,        0x0,        0x0,        0x0,        12,     0,      0},
70     {WINED3DFMT_R32G32B32A32_FLOAT,         0x1,        0x0,        0x0,        0x0,        16,     0,      0},
71     /* Hmm? */
72     {WINED3DFMT_R8G8_SNORM_Cx,              0x0,        0x0,        0x0,        0x0,        2,      0,      0},
73     /* Float */
74     {WINED3DFMT_R16_FLOAT,                  0x0,        0x0,        0x0,        0x0,        2,      0,      0},
75     {WINED3DFMT_R16G16_FLOAT,               0x0,        0x0,        0x0,        0x0,        4,      0,      0},
76     {WINED3DFMT_R16G16_SINT,                0x0,        0x0,        0x0,        0x0,        4,      0,      0},
77     {WINED3DFMT_R16G16B16A16_FLOAT,         0x1,        0x0,        0x0,        0x0,        8,      0,      0},
78     {WINED3DFMT_R16G16B16A16_SINT,          0x1,        0x0,        0x0,        0x0,        8,      0,      0},
79     /* Palettized formats */
80     {WINED3DFMT_P8_UINT_A8_UNORM,           0x0000ff00, 0x0,        0x0,        0x0,        2,      0,      0},
81     {WINED3DFMT_P8_UINT,                    0x0,        0x0,        0x0,        0x0,        1,      0,      0},
82     /* Standard ARGB formats. */
83     {WINED3DFMT_B8G8R8_UNORM,               0x0,        0x00ff0000, 0x0000ff00, 0x000000ff, 3,      0,      0},
84     {WINED3DFMT_B8G8R8A8_UNORM,             0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff, 4,      0,      0},
85     {WINED3DFMT_B8G8R8X8_UNORM,             0x0,        0x00ff0000, 0x0000ff00, 0x000000ff, 4,      0,      0},
86     {WINED3DFMT_B5G6R5_UNORM,               0x0,        0x0000f800, 0x000007e0, 0x0000001f, 2,      0,      0},
87     {WINED3DFMT_B5G5R5X1_UNORM,             0x0,        0x00007c00, 0x000003e0, 0x0000001f, 2,      0,      0},
88     {WINED3DFMT_B5G5R5A1_UNORM,             0x00008000, 0x00007c00, 0x000003e0, 0x0000001f, 2,      0,      0},
89     {WINED3DFMT_B4G4R4A4_UNORM,             0x0000f000, 0x00000f00, 0x000000f0, 0x0000000f, 2,      0,      0},
90     {WINED3DFMT_B2G3R3_UNORM,               0x0,        0x000000e0, 0x0000001c, 0x00000003, 1,      0,      0},
91     {WINED3DFMT_A8_UNORM,                   0x000000ff, 0x0,        0x0,        0x0,        1,      0,      0},
92     {WINED3DFMT_B2G3R3A8_UNORM,             0x0000ff00, 0x000000e0, 0x0000001c, 0x00000003, 2,      0,      0},
93     {WINED3DFMT_B4G4R4X4_UNORM,             0x0,        0x00000f00, 0x000000f0, 0x0000000f, 2,      0,      0},
94     {WINED3DFMT_R10G10B10A2_UNORM,          0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4,      0,      0},
95     {WINED3DFMT_R10G10B10A2_UINT,           0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4,      0,      0},
96     {WINED3DFMT_R10G10B10A2_SNORM,          0xc0000000, 0x000003ff, 0x000ffc00, 0x3ff00000, 4,      0,      0},
97     {WINED3DFMT_R8G8B8A8_UNORM,             0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4,      0,      0},
98     {WINED3DFMT_R8G8B8A8_UINT,              0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4,      0,      0},
99     {WINED3DFMT_R8G8B8X8_UNORM,             0x0,        0x000000ff, 0x0000ff00, 0x00ff0000, 4,      0,      0},
100     {WINED3DFMT_R16G16_UNORM,               0x0,        0x0000ffff, 0xffff0000, 0x0,        4,      0,      0},
101     {WINED3DFMT_B10G10R10A2_UNORM,          0xc0000000, 0x3ff00000, 0x000ffc00, 0x000003ff, 4,      0,      0},
102     {WINED3DFMT_R16G16B16A16_UNORM,         0x1,        0x0000ffff, 0xffff0000, 0x0,        8,      0,      0},
103     /* Luminance */
104     {WINED3DFMT_L8_UNORM,                   0x0,        0x0,        0x0,        0x0,        1,      0,      0},
105     {WINED3DFMT_L8A8_UNORM,                 0x0000ff00, 0x0,        0x0,        0x0,        2,      0,      0},
106     {WINED3DFMT_L4A4_UNORM,                 0x000000f0, 0x0,        0x0,        0x0,        1,      0,      0},
107     {WINED3DFMT_L16_UNORM,                  0x0,        0x0,        0x0,        0x0,        2,      16,     0},
108     /* Bump mapping stuff */
109     {WINED3DFMT_R8G8_SNORM,                 0x0,        0x0,        0x0,        0x0,        2,      0,      0},
110     {WINED3DFMT_R5G5_SNORM_L6_UNORM,        0x0,        0x0,        0x0,        0x0,        2,      0,      0},
111     {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,      0x0,        0x0,        0x0,        0x0,        4,      0,      0},
112     {WINED3DFMT_R8G8B8A8_SNORM,             0x0,        0x0,        0x0,        0x0,        4,      0,      0},
113     {WINED3DFMT_R16G16_SNORM,               0x0,        0x0,        0x0,        0x0,        4,      0,      0},
114     {WINED3DFMT_R10G11B11_SNORM,            0x0,        0x0,        0x0,        0x0,        4,      0,      0},
115     {WINED3DFMT_R10G10B10_SNORM_A2_UNORM,   0xb0000000, 0x0,        0x0,        0x0,        4,      0,      0},
116     /* Depth stencil formats */
117     {WINED3DFMT_D16_LOCKABLE,               0x0,        0x0,        0x0,        0x0,        2,      16,     0},
118     {WINED3DFMT_D32_UNORM,                  0x0,        0x0,        0x0,        0x0,        4,      32,     0},
119     {WINED3DFMT_S1_UINT_D15_UNORM,          0x0,        0x0,        0x0,        0x0,        2,      15,     1},
120     {WINED3DFMT_D24_UNORM_S8_UINT,          0x0,        0x0,        0x0,        0x0,        4,      24,     8},
121     {WINED3DFMT_X8D24_UNORM,                0x0,        0x0,        0x0,        0x0,        4,      24,     0},
122     {WINED3DFMT_S4X4_UINT_D24_UNORM,        0x0,        0x0,        0x0,        0x0,        4,      24,     4},
123     {WINED3DFMT_D16_UNORM,                  0x0,        0x0,        0x0,        0x0,        2,      16,     0},
124     {WINED3DFMT_D32_FLOAT,                  0x0,        0x0,        0x0,        0x0,        4,      32,     0},
125     {WINED3DFMT_S8_UINT_D24_FLOAT,          0x0,        0x0,        0x0,        0x0,        4,      24,     8},
126     {WINED3DFMT_VERTEXDATA,                 0x0,        0x0,        0x0,        0x0,        0,      0,      0},
127     {WINED3DFMT_R16_UINT,                   0x0,        0x0,        0x0,        0x0,        2,      0,      0},
128     {WINED3DFMT_R32_UINT,                   0x0,        0x0,        0x0,        0x0,        4,      0,      0},
129     {WINED3DFMT_R16G16B16A16_SNORM,         0x0,        0x0,        0x0,        0x0,        8,      0,      0},
130     /* Vendor-specific formats */
131     {WINED3DFMT_ATI2N,                      0x0,        0x0,        0x0,        0x0,        1,      0,      0},
132     {WINED3DFMT_NVDB,                       0x0,        0x0,        0x0,        0x0,        0,      0,      0},
133     {WINED3DFMT_INTZ,                       0x0,        0x0,        0x0,        0x0,        4,      24,     8},
134     {WINED3DFMT_NVHU,                       0x0,        0x0,        0x0,        0x0,        2,      0,      0},
135     {WINED3DFMT_NVHS,                       0x0,        0x0,        0x0,        0x0,        2,      0,      0},
136     {WINED3DFMT_NULL,                       0xff000000, 0x000000ff, 0x0000ff00, 0x00ff0000, 4,      0,      0},
137     /* Unsure about them, could not find a Windows driver that supports them */
138     {WINED3DFMT_R16,                        0x0,        0x0000ffff, 0x0,        0x0,        2,      0,      0},
139     {WINED3DFMT_AL16,                       0xffff0000, 0x0,        0x0,        0x0,        4,      0,      0},
140 };
141
142 struct wined3d_format_base_flags
143 {
144     enum wined3d_format_id id;
145     DWORD flags;
146 };
147
148 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
149  * still needs to use the correct block based calculation for e.g. the
150  * resource size. */
151 static const struct wined3d_format_base_flags format_base_flags[] =
152 {
153     {WINED3DFMT_UYVY,               WINED3DFMT_FLAG_FOURCC},
154     {WINED3DFMT_YUY2,               WINED3DFMT_FLAG_FOURCC},
155     {WINED3DFMT_YV12,               WINED3DFMT_FLAG_FOURCC},
156     {WINED3DFMT_DXT1,               WINED3DFMT_FLAG_FOURCC},
157     {WINED3DFMT_DXT2,               WINED3DFMT_FLAG_FOURCC},
158     {WINED3DFMT_DXT3,               WINED3DFMT_FLAG_FOURCC},
159     {WINED3DFMT_DXT4,               WINED3DFMT_FLAG_FOURCC},
160     {WINED3DFMT_DXT5,               WINED3DFMT_FLAG_FOURCC},
161     {WINED3DFMT_MULTI2_ARGB8,       WINED3DFMT_FLAG_FOURCC},
162     {WINED3DFMT_G8R8_G8B8,          WINED3DFMT_FLAG_FOURCC},
163     {WINED3DFMT_R8G8_B8G8,          WINED3DFMT_FLAG_FOURCC},
164     {WINED3DFMT_INTZ,               WINED3DFMT_FLAG_FOURCC},
165     {WINED3DFMT_NULL,               WINED3DFMT_FLAG_FOURCC},
166     {WINED3DFMT_P8_UINT,            WINED3DFMT_FLAG_GETDC},
167     {WINED3DFMT_B8G8R8_UNORM,       WINED3DFMT_FLAG_GETDC},
168     {WINED3DFMT_B8G8R8A8_UNORM,     WINED3DFMT_FLAG_GETDC},
169     {WINED3DFMT_B8G8R8X8_UNORM,     WINED3DFMT_FLAG_GETDC},
170     {WINED3DFMT_B5G6R5_UNORM,       WINED3DFMT_FLAG_GETDC},
171     {WINED3DFMT_B5G5R5X1_UNORM,     WINED3DFMT_FLAG_GETDC},
172     {WINED3DFMT_B5G5R5A1_UNORM,     WINED3DFMT_FLAG_GETDC},
173     {WINED3DFMT_B4G4R4A4_UNORM,     WINED3DFMT_FLAG_GETDC},
174     {WINED3DFMT_B4G4R4X4_UNORM,     WINED3DFMT_FLAG_GETDC},
175     {WINED3DFMT_R8G8B8A8_UNORM,     WINED3DFMT_FLAG_GETDC},
176     {WINED3DFMT_R8G8B8X8_UNORM,     WINED3DFMT_FLAG_GETDC},
177     {WINED3DFMT_ATI2N,              WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH},
178     {WINED3DFMT_NVDB,               WINED3DFMT_FLAG_FOURCC},
179     {WINED3DFMT_NVHU,               WINED3DFMT_FLAG_FOURCC},
180     {WINED3DFMT_NVHS,               WINED3DFMT_FLAG_FOURCC},
181     {WINED3DFMT_R32_FLOAT,          WINED3DFMT_FLAG_FLOAT},
182     {WINED3DFMT_R32G32_FLOAT,       WINED3DFMT_FLAG_FLOAT},
183     {WINED3DFMT_R32G32B32_FLOAT,    WINED3DFMT_FLAG_FLOAT},
184     {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
185     {WINED3DFMT_R16_FLOAT,          WINED3DFMT_FLAG_FLOAT},
186     {WINED3DFMT_R16G16_FLOAT,       WINED3DFMT_FLAG_FLOAT},
187     {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
188     {WINED3DFMT_D32_FLOAT,          WINED3DFMT_FLAG_FLOAT},
189     {WINED3DFMT_S8_UINT_D24_FLOAT,  WINED3DFMT_FLAG_FLOAT},
190 };
191
192 struct wined3d_format_block_info
193 {
194     enum wined3d_format_id id;
195     UINT block_width;
196     UINT block_height;
197     UINT block_byte_count;
198 };
199
200 static const struct wined3d_format_block_info format_block_info[] =
201 {
202     {WINED3DFMT_DXT1,   4,  4,  8},
203     {WINED3DFMT_DXT2,   4,  4,  16},
204     {WINED3DFMT_DXT3,   4,  4,  16},
205     {WINED3DFMT_DXT4,   4,  4,  16},
206     {WINED3DFMT_DXT5,   4,  4,  16},
207     {WINED3DFMT_ATI2N,  4,  4,  16},
208     {WINED3DFMT_YUY2,   2,  1,  4},
209     {WINED3DFMT_UYVY,   2,  1,  4},
210 };
211
212 struct wined3d_format_vertex_info
213 {
214     enum wined3d_format_id id;
215     enum wined3d_ffp_emit_idx emit_idx;
216     GLint component_count;
217     GLenum gl_vtx_type;
218     GLint gl_vtx_format;
219     GLboolean gl_normalized;
220     unsigned int component_size;
221 };
222
223 static const struct wined3d_format_vertex_info format_vertex_info[] =
224 {
225     {WINED3DFMT_R32_FLOAT,          WINED3D_FFP_EMIT_FLOAT1,    1, GL_FLOAT,          1, GL_FALSE, sizeof(float)},
226     {WINED3DFMT_R32G32_FLOAT,       WINED3D_FFP_EMIT_FLOAT2,    2, GL_FLOAT,          2, GL_FALSE, sizeof(float)},
227     {WINED3DFMT_R32G32B32_FLOAT,    WINED3D_FFP_EMIT_FLOAT3,    3, GL_FLOAT,          3, GL_FALSE, sizeof(float)},
228     {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4,    4, GL_FLOAT,          4, GL_FALSE, sizeof(float)},
229     {WINED3DFMT_B8G8R8A8_UNORM,     WINED3D_FFP_EMIT_D3DCOLOR,  4, GL_UNSIGNED_BYTE,  4, GL_TRUE,  sizeof(BYTE)},
230     {WINED3DFMT_R8G8B8A8_UINT,      WINED3D_FFP_EMIT_UBYTE4,    4, GL_UNSIGNED_BYTE,  4, GL_FALSE, sizeof(BYTE)},
231     {WINED3DFMT_R16G16_SINT,        WINED3D_FFP_EMIT_SHORT2,    2, GL_SHORT,          2, GL_FALSE, sizeof(short int)},
232     {WINED3DFMT_R16G16B16A16_SINT,  WINED3D_FFP_EMIT_SHORT4,    4, GL_SHORT,          4, GL_FALSE, sizeof(short int)},
233     {WINED3DFMT_R8G8B8A8_UNORM,     WINED3D_FFP_EMIT_UBYTE4N,   4, GL_UNSIGNED_BYTE,  4, GL_TRUE,  sizeof(BYTE)},
234     {WINED3DFMT_R16G16_SNORM,       WINED3D_FFP_EMIT_SHORT2N,   2, GL_SHORT,          2, GL_TRUE,  sizeof(short int)},
235     {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N,   4, GL_SHORT,          4, GL_TRUE,  sizeof(short int)},
236     {WINED3DFMT_R16G16_UNORM,       WINED3D_FFP_EMIT_USHORT2N,  2, GL_UNSIGNED_SHORT, 2, GL_TRUE,  sizeof(short int)},
237     {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N,  4, GL_UNSIGNED_SHORT, 4, GL_TRUE,  sizeof(short int)},
238     {WINED3DFMT_R10G10B10A2_UINT,   WINED3D_FFP_EMIT_UDEC3,     3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
239     {WINED3DFMT_R10G10B10A2_SNORM,  WINED3D_FFP_EMIT_DEC3N,     3, GL_SHORT,          3, GL_TRUE,  sizeof(short int)},
240     {WINED3DFMT_R16G16_FLOAT,       WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT,          2, GL_FALSE, sizeof(GLhalfNV)},
241     {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT,          4, GL_FALSE, sizeof(GLhalfNV)}
242 };
243
244 struct wined3d_format_texture_info
245 {
246     enum wined3d_format_id id;
247     GLint gl_internal;
248     GLint gl_srgb_internal;
249     GLint gl_rt_internal;
250     GLint gl_format;
251     GLint gl_type;
252     unsigned int conv_byte_count;
253     unsigned int flags;
254     enum wined3d_gl_extension extension;
255     void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
256 };
257
258 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
259 {
260     /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
261      * format+type combination to load it. Thus convert it to A8L8, then load it
262      * with A4L4 internal, but A8L8 format+type
263      */
264     unsigned int x, y;
265     const unsigned char *Source;
266     unsigned char *Dest;
267     UINT outpitch = pitch * 2;
268
269     for(y = 0; y < height; y++) {
270         Source = src + y * pitch;
271         Dest = dst + y * outpitch;
272         for (x = 0; x < width; x++ ) {
273             unsigned char color = (*Source++);
274             /* A */ Dest[1] = (color & 0xf0) << 0;
275             /* L */ Dest[0] = (color & 0x0f) << 4;
276             Dest += 2;
277         }
278     }
279 }
280
281 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
282 {
283     unsigned int x, y;
284     const WORD *Source;
285
286     for(y = 0; y < height; y++)
287     {
288         unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
289         Source = (const WORD *)(src + y * pitch);
290         for (x = 0; x < width; x++ )
291         {
292             short color = (*Source++);
293             unsigned char l = ((color >> 10) & 0xfc);
294                     short v = ((color >>  5) & 0x3e);
295                     short u = ((color      ) & 0x1f);
296             short v_conv = v + 16;
297             short u_conv = u + 16;
298
299             *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
300             Dest_s += 1;
301         }
302     }
303 }
304
305 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
306 {
307     unsigned int x, y;
308     const WORD *Source;
309     unsigned char *Dest;
310     UINT outpitch = (pitch * 3)/2;
311
312     /* This makes the gl surface bigger(24 bit instead of 16), but it works with
313      * fixed function and shaders without further conversion once the surface is
314      * loaded
315      */
316     for(y = 0; y < height; y++) {
317         Source = (const WORD *)(src + y * pitch);
318         Dest = dst + y * outpitch;
319         for (x = 0; x < width; x++ ) {
320             short color = (*Source++);
321             unsigned char l = ((color >> 10) & 0xfc);
322                      char v = ((color >>  5) & 0x3e);
323                      char u = ((color      ) & 0x1f);
324
325             /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
326              * and doubles the positive range. Thus shift left only once, gl does the 2nd
327              * shift. GL reads a signed value and converts it into an unsigned value.
328              */
329             /* M */ Dest[2] = l << 1;
330
331             /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
332              * from 5 bit values to 8 bit values.
333              */
334             /* V */ Dest[1] = v << 3;
335             /* U */ Dest[0] = u << 3;
336             Dest += 3;
337         }
338     }
339 }
340
341 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
342 {
343     unsigned int x, y;
344     const short *Source;
345     unsigned char *Dest;
346     UINT outpitch = (pitch * 3)/2;
347
348     for(y = 0; y < height; y++)
349     {
350         Source = (const short *)(src + y * pitch);
351         Dest = dst + y * outpitch;
352         for (x = 0; x < width; x++ )
353         {
354             const short color = (*Source++);
355             /* B */ Dest[0] = 0xff;
356             /* G */ Dest[1] = (color >> 8) + 128; /* V */
357             /* R */ Dest[2] = (color & 0xff) + 128;      /* U */
358             Dest += 3;
359         }
360     }
361 }
362
363 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
364 {
365     unsigned int x, y;
366     const DWORD *Source;
367     unsigned char *Dest;
368
369     /* Doesn't work correctly with the fixed function pipeline, but can work in
370      * shaders if the shader is adjusted. (There's no use for this format in gl's
371      * standard fixed function pipeline anyway).
372      */
373     for(y = 0; y < height; y++)
374     {
375         Source = (const DWORD *)(src + y * pitch);
376         Dest = dst + y * pitch;
377         for (x = 0; x < width; x++ )
378         {
379             LONG color = (*Source++);
380             /* B */ Dest[0] = ((color >> 16) & 0xff);       /* L */
381             /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
382             /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
383             Dest += 4;
384         }
385     }
386 }
387
388 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
389 {
390     unsigned int x, y;
391     const DWORD *Source;
392     unsigned char *Dest;
393
394     /* This implementation works with the fixed function pipeline and shaders
395      * without further modification after converting the surface.
396      */
397     for(y = 0; y < height; y++)
398     {
399         Source = (const DWORD *)(src + y * pitch);
400         Dest = dst + y * pitch;
401         for (x = 0; x < width; x++ )
402         {
403             LONG color = (*Source++);
404             /* L */ Dest[2] = ((color >> 16) & 0xff);   /* L */
405             /* V */ Dest[1] = ((color >> 8 ) & 0xff);   /* V */
406             /* U */ Dest[0] = (color         & 0xff);   /* U */
407             /* I */ Dest[3] = 255;                      /* X */
408             Dest += 4;
409         }
410     }
411 }
412
413 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
414 {
415     unsigned int x, y;
416     const DWORD *Source;
417     unsigned char *Dest;
418
419     for(y = 0; y < height; y++)
420     {
421         Source = (const DWORD *)(src + y * pitch);
422         Dest = dst + y * pitch;
423         for (x = 0; x < width; x++ )
424         {
425             LONG color = (*Source++);
426             /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
427             /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
428             /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
429             /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
430             Dest += 4;
431         }
432     }
433 }
434
435 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
436 {
437     unsigned int x, y;
438     const DWORD *Source;
439     unsigned short *Dest;
440     UINT outpitch = (pitch * 3)/2;
441
442     for(y = 0; y < height; y++)
443     {
444         Source = (const DWORD *)(src + y * pitch);
445         Dest = (unsigned short *) (dst + y * outpitch);
446         for (x = 0; x < width; x++ )
447         {
448             const DWORD color = (*Source++);
449             /* B */ Dest[0] = 0xffff;
450             /* G */ Dest[1] = (color >> 16) + 32768; /* V */
451             /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
452             Dest += 3;
453         }
454     }
455 }
456
457 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
458 {
459     unsigned int x, y;
460     const WORD *Source;
461     WORD *Dest;
462     UINT outpitch = (pitch * 3)/2;
463
464     for(y = 0; y < height; y++)
465     {
466         Source = (const WORD *)(src + y * pitch);
467         Dest = (WORD *) (dst + y * outpitch);
468         for (x = 0; x < width; x++ )
469         {
470             WORD green = (*Source++);
471             WORD red = (*Source++);
472             Dest[0] = green;
473             Dest[1] = red;
474             /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
475              * shader overwrites it anyway
476              */
477             Dest[2] = 0xffff;
478             Dest += 3;
479         }
480     }
481 }
482
483 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
484 {
485     unsigned int x, y;
486     const float *Source;
487     float *Dest;
488     UINT outpitch = (pitch * 3)/2;
489
490     for(y = 0; y < height; y++)
491     {
492         Source = (const float *)(src + y * pitch);
493         Dest = (float *) (dst + y * outpitch);
494         for (x = 0; x < width; x++ )
495         {
496             float green = (*Source++);
497             float red = (*Source++);
498             Dest[0] = green;
499             Dest[1] = red;
500             Dest[2] = 1.0f;
501             Dest += 3;
502         }
503     }
504 }
505
506 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
507 {
508     unsigned int x, y;
509     UINT outpitch = pitch * 2;
510
511     for (y = 0; y < height; ++y)
512     {
513         const WORD *source = (const WORD *)(src + y * pitch);
514         DWORD *dest = (DWORD *)(dst + y * outpitch);
515
516         for (x = 0; x < width; ++x)
517         {
518             /* The depth data is normalized, so needs to be scaled,
519              * the stencil data isn't.  Scale depth data by
520              *      (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
521             WORD d15 = source[x] >> 1;
522             DWORD d24 = (d15 << 9) + (d15 >> 6);
523             dest[x] = (d24 << 8) | (source[x] & 0x1);
524         }
525     }
526 }
527
528 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
529 {
530     unsigned int x, y;
531
532     for (y = 0; y < height; ++y)
533     {
534         const DWORD *source = (const DWORD *)(src + y * pitch);
535         DWORD *dest = (DWORD *)(dst + y * pitch);
536
537         for (x = 0; x < width; ++x)
538         {
539             /* Just need to clear out the X4 part. */
540             dest[x] = source[x] & ~0xf0;
541         }
542     }
543 }
544
545 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
546 {
547     unsigned int x, y;
548     UINT outpitch = pitch * 2;
549
550     for (y = 0; y < height; ++y)
551     {
552         const DWORD *source = (const DWORD *)(src + y * pitch);
553         float *dest_f = (float *)(dst + y * outpitch);
554         DWORD *dest_s = (DWORD *)(dst + y * outpitch);
555
556         for (x = 0; x < width; ++x)
557         {
558             dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
559             dest_s[x * 2 + 1] = source[x] & 0xff;
560         }
561     }
562 }
563
564 static const struct wined3d_format_texture_info format_texture_info[] =
565 {
566     /* format id                        internal                          srgbInternal                       rtInternal
567             format                      type
568             flags
569             extension */
570     /* FourCC formats */
571     /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
572      * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
573      * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
574      * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
575      * endian machine
576      */
577     {WINED3DFMT_UYVY,                   GL_LUMINANCE_ALPHA,               GL_LUMINANCE_ALPHA,                     0,
578             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
579             WINED3DFMT_FLAG_FILTERING,
580             WINED3D_GL_EXT_NONE,        NULL},
581     {WINED3DFMT_UYVY,                   GL_RGB,                           GL_RGB,                                 0,
582             GL_YCBCR_422_APPLE,         UNSIGNED_SHORT_8_8_APPLE,         0,
583             WINED3DFMT_FLAG_FILTERING,
584             APPLE_YCBCR_422,            NULL},
585     {WINED3DFMT_YUY2,                   GL_LUMINANCE_ALPHA,               GL_LUMINANCE_ALPHA,                     0,
586             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
587             WINED3DFMT_FLAG_FILTERING,
588             WINED3D_GL_EXT_NONE,        NULL},
589     {WINED3DFMT_YUY2,                   GL_RGB,                           GL_RGB,                                 0,
590             GL_YCBCR_422_APPLE,         UNSIGNED_SHORT_8_8_REV_APPLE,     0,
591             WINED3DFMT_FLAG_FILTERING,
592             APPLE_YCBCR_422,            NULL},
593     {WINED3DFMT_YV12,                   GL_ALPHA,                         GL_ALPHA,                               0,
594             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
595             WINED3DFMT_FLAG_FILTERING,
596             WINED3D_GL_EXT_NONE,        NULL},
597     {WINED3DFMT_DXT1,                   GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
598             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
599             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
600             | WINED3DFMT_FLAG_COMPRESSED,
601             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
602     {WINED3DFMT_DXT2,                   GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
603             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
604             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
605             | WINED3DFMT_FLAG_COMPRESSED,
606             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
607     {WINED3DFMT_DXT3,                   GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
608             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
609             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
610             | WINED3DFMT_FLAG_COMPRESSED,
611             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
612     {WINED3DFMT_DXT4,                   GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
613             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
614             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
615             | WINED3DFMT_FLAG_COMPRESSED,
616             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
617     {WINED3DFMT_DXT5,                   GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
618             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
619             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ
620             | WINED3DFMT_FLAG_COMPRESSED,
621             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
622     /* IEEE formats */
623     {WINED3DFMT_R32_FLOAT,              GL_RGB32F_ARB,                    GL_RGB32F_ARB,                          0,
624             GL_RED,                     GL_FLOAT,                         0,
625             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
626             ARB_TEXTURE_FLOAT,          NULL},
627     {WINED3DFMT_R32_FLOAT,              GL_R32F,                          GL_R32F,                                0,
628             GL_RED,                     GL_FLOAT,                         0,
629             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
630             ARB_TEXTURE_RG,             NULL},
631     {WINED3DFMT_R32G32_FLOAT,           GL_RGB32F_ARB,                    GL_RGB32F_ARB,                          0,
632             GL_RGB,                     GL_FLOAT,                         12,
633             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
634             ARB_TEXTURE_FLOAT,          convert_r32g32_float},
635     {WINED3DFMT_R32G32_FLOAT,           GL_RG32F,                         GL_RG32F,                               0,
636             GL_RG,                      GL_FLOAT,                         0,
637             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
638             ARB_TEXTURE_RG,             NULL},
639     {WINED3DFMT_R32G32B32A32_FLOAT,     GL_RGBA32F_ARB,                   GL_RGBA32F_ARB,                         0,
640             GL_RGBA,                    GL_FLOAT,                         0,
641             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
642             ARB_TEXTURE_FLOAT,          NULL},
643     /* Float */
644     {WINED3DFMT_R16_FLOAT,              GL_RGB16F_ARB,                    GL_RGB16F_ARB,                          0,
645             GL_RED,                     GL_HALF_FLOAT_ARB,                0,
646             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
647             ARB_TEXTURE_FLOAT,          NULL},
648     {WINED3DFMT_R16_FLOAT,              GL_R16F,                          GL_R16F,                                0,
649             GL_RED,                     GL_HALF_FLOAT_ARB,                0,
650             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
651             ARB_TEXTURE_RG,             NULL},
652     {WINED3DFMT_R16G16_FLOAT,           GL_RGB16F_ARB,                    GL_RGB16F_ARB,                          0,
653             GL_RGB,                     GL_HALF_FLOAT_ARB,                6,
654             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
655             ARB_TEXTURE_FLOAT,          convert_r16g16},
656     {WINED3DFMT_R16G16_FLOAT,           GL_RG16F,                         GL_RG16F,                               0,
657             GL_RG,                      GL_HALF_FLOAT_ARB,                0,
658             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
659             ARB_TEXTURE_RG,             NULL},
660     {WINED3DFMT_R16G16B16A16_FLOAT,     GL_RGBA16F_ARB,                   GL_RGBA16F_ARB,                         0,
661             GL_RGBA,                    GL_HALF_FLOAT_ARB,                0,
662             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
663             ARB_TEXTURE_FLOAT,          NULL},
664     /* Palettized formats */
665     {WINED3DFMT_P8_UINT,                GL_RGBA,                          GL_RGBA,                                0,
666             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
667             0,
668             ARB_FRAGMENT_PROGRAM,       NULL},
669     {WINED3DFMT_P8_UINT,                GL_COLOR_INDEX8_EXT,              GL_COLOR_INDEX8_EXT,                    0,
670             GL_COLOR_INDEX,             GL_UNSIGNED_BYTE,                 0,
671             0,
672             EXT_PALETTED_TEXTURE,       NULL},
673     /* Standard ARGB formats */
674     {WINED3DFMT_B8G8R8_UNORM,           GL_RGB8,                          GL_RGB8,                                0,
675             GL_BGR,                     GL_UNSIGNED_BYTE,                 0,
676             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
677             WINED3D_GL_EXT_NONE,        NULL},
678     {WINED3DFMT_B8G8R8A8_UNORM,         GL_RGBA8,                         GL_SRGB8_ALPHA8_EXT,                    0,
679             GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
680             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
681             | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE | WINED3DFMT_FLAG_VTF,
682             WINED3D_GL_EXT_NONE,        NULL},
683     {WINED3DFMT_B8G8R8X8_UNORM,         GL_RGB8,                          GL_SRGB8_EXT,                           0,
684             GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
685             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
686             | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
687             WINED3D_GL_EXT_NONE,        NULL},
688     {WINED3DFMT_B5G6R5_UNORM,           GL_RGB5,                          GL_RGB5,                          GL_RGB8,
689             GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          0,
690             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
691             WINED3D_GL_EXT_NONE,        NULL},
692     {WINED3DFMT_B5G5R5X1_UNORM,         GL_RGB5,                          GL_RGB5_A1,                             0,
693             GL_BGRA,                    GL_UNSIGNED_SHORT_1_5_5_5_REV,    0,
694             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
695             WINED3D_GL_EXT_NONE,        NULL},
696     {WINED3DFMT_B5G5R5A1_UNORM,         GL_RGB5_A1,                       GL_RGB5_A1,                             0,
697             GL_BGRA,                    GL_UNSIGNED_SHORT_1_5_5_5_REV,    0,
698             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
699             WINED3D_GL_EXT_NONE,        NULL},
700     {WINED3DFMT_B4G4R4A4_UNORM,         GL_RGBA4,                         GL_SRGB8_ALPHA8_EXT,                    0,
701             GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
702             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
703             WINED3D_GL_EXT_NONE,        NULL},
704     {WINED3DFMT_B2G3R3_UNORM,           GL_R3_G3_B2,                      GL_R3_G3_B2,                            0,
705             GL_RGB,                     GL_UNSIGNED_BYTE_3_3_2,           0,
706             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
707             WINED3D_GL_EXT_NONE,        NULL},
708     {WINED3DFMT_A8_UNORM,               GL_ALPHA8,                        GL_ALPHA8,                              0,
709             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
710             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
711             WINED3D_GL_EXT_NONE,        NULL},
712     {WINED3DFMT_B4G4R4X4_UNORM,         GL_RGB4,                          GL_RGB4,                                0,
713             GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
714             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
715             WINED3D_GL_EXT_NONE,        NULL},
716     {WINED3DFMT_R10G10B10A2_UNORM,      GL_RGB10_A2,                      GL_RGB10_A2,                            0,
717             GL_RGBA,                    GL_UNSIGNED_INT_2_10_10_10_REV,   0,
718             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
719             WINED3D_GL_EXT_NONE,        NULL},
720     {WINED3DFMT_R8G8B8A8_UNORM,         GL_RGBA8,                         GL_RGBA8,                               0,
721             GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
722             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
723             WINED3D_GL_EXT_NONE,        NULL},
724     {WINED3DFMT_R8G8B8X8_UNORM,         GL_RGB8,                          GL_RGB8,                                0,
725             GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
726             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
727             WINED3D_GL_EXT_NONE,        NULL},
728     {WINED3DFMT_R16G16_UNORM,           GL_RGB16,                         GL_RGB16,                       GL_RGBA16,
729             GL_RGB,                     GL_UNSIGNED_SHORT,                6,
730             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
731             WINED3D_GL_EXT_NONE,        convert_r16g16},
732     {WINED3DFMT_R16G16_UNORM,           GL_RG16,                          GL_RG16,                                0,
733             GL_RG,                      GL_UNSIGNED_SHORT,                0,
734             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
735             ARB_TEXTURE_RG,             NULL},
736     {WINED3DFMT_B10G10R10A2_UNORM,      GL_RGB10_A2,                      GL_RGB10_A2,                            0,
737             GL_BGRA,                    GL_UNSIGNED_INT_2_10_10_10_REV,   0,
738             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
739             WINED3D_GL_EXT_NONE,        NULL},
740     {WINED3DFMT_R16G16B16A16_UNORM,     GL_RGBA16,                        GL_RGBA16,                              0,
741             GL_RGBA,                    GL_UNSIGNED_SHORT,                0,
742             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
743             WINED3D_GL_EXT_NONE,        NULL},
744     /* Luminance */
745     {WINED3DFMT_L8_UNORM,               GL_LUMINANCE8,                    GL_SLUMINANCE8_EXT,                     0,
746             GL_LUMINANCE,               GL_UNSIGNED_BYTE,                 0,
747             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
748             WINED3D_GL_EXT_NONE,        NULL},
749     {WINED3DFMT_L8A8_UNORM,             GL_LUMINANCE8_ALPHA8,             GL_SLUMINANCE8_ALPHA8_EXT,              0,
750             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
751             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
752             WINED3D_GL_EXT_NONE,        NULL},
753     {WINED3DFMT_L4A4_UNORM,             GL_LUMINANCE4_ALPHA4,             GL_LUMINANCE4_ALPHA4,                   0,
754             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 2,
755             WINED3DFMT_FLAG_FILTERING,
756             WINED3D_GL_EXT_NONE,        convert_l4a4_unorm},
757     /* Bump mapping stuff */
758     {WINED3DFMT_R8G8_SNORM,             GL_RGB8,                          GL_RGB8,                                0,
759             GL_BGR,                     GL_UNSIGNED_BYTE,                 3,
760             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
761             WINED3D_GL_EXT_NONE,        convert_r8g8_snorm},
762     {WINED3DFMT_R8G8_SNORM,             GL_DSDT8_NV,                      GL_DSDT8_NV,                            0,
763             GL_DSDT_NV,                 GL_BYTE,                          0,
764             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
765             NV_TEXTURE_SHADER,          NULL},
766     {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_RGB5,                          GL_RGB5,                                0,
767             GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          2,
768             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
769             WINED3D_GL_EXT_NONE,        convert_r5g5_snorm_l6_unorm},
770     {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_DSDT8_MAG8_NV,                 GL_DSDT8_MAG8_NV,                       0,
771             GL_DSDT_MAG_NV,             GL_BYTE,                          3,
772             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
773             NV_TEXTURE_SHADER,          convert_r5g5_snorm_l6_unorm_nv},
774     {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,  GL_RGB8,                          GL_RGB8,                                0,
775             GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      4,
776             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
777             WINED3D_GL_EXT_NONE,        convert_r8g8_snorm_l8x8_unorm},
778     {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,  GL_DSDT8_MAG8_INTENSITY8_NV,      GL_DSDT8_MAG8_INTENSITY8_NV,            0,
779             GL_DSDT_MAG_VIB_NV,         GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
780             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
781             NV_TEXTURE_SHADER,          convert_r8g8_snorm_l8x8_unorm_nv},
782     {WINED3DFMT_R8G8B8A8_SNORM,         GL_RGBA8,                         GL_RGBA8,                               0,
783             GL_BGRA,                    GL_UNSIGNED_BYTE,                 4,
784             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
785             WINED3D_GL_EXT_NONE,        convert_r8g8b8a8_snorm},
786     {WINED3DFMT_R8G8B8A8_SNORM,         GL_SIGNED_RGBA8_NV,               GL_SIGNED_RGBA8_NV,                     0,
787             GL_RGBA,                    GL_BYTE,                          0,
788             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
789             NV_TEXTURE_SHADER,          NULL},
790     {WINED3DFMT_R16G16_SNORM,           GL_RGB16,                         GL_RGB16,                               0,
791             GL_BGR,                     GL_UNSIGNED_SHORT,                6,
792             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
793             WINED3D_GL_EXT_NONE,        convert_r16g16_snorm},
794     {WINED3DFMT_R16G16_SNORM,           GL_SIGNED_HILO16_NV,              GL_SIGNED_HILO16_NV,                    0,
795             GL_HILO_NV,                 GL_SHORT,                         0,
796             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
797             NV_TEXTURE_SHADER,          NULL},
798     /* Depth stencil formats */
799     {WINED3DFMT_D16_LOCKABLE,           GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
800             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
801             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
802             ARB_DEPTH_TEXTURE,          NULL},
803     {WINED3DFMT_D32_UNORM,              GL_DEPTH_COMPONENT32_ARB,         GL_DEPTH_COMPONENT32_ARB,               0,
804             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
805             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
806             ARB_DEPTH_TEXTURE,          NULL},
807     {WINED3DFMT_S1_UINT_D15_UNORM,      GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
808             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
809             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
810             ARB_DEPTH_TEXTURE,          NULL},
811     {WINED3DFMT_S1_UINT_D15_UNORM,      GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
812             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         4,
813             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
814             EXT_PACKED_DEPTH_STENCIL,   convert_s1_uint_d15_unorm},
815     {WINED3DFMT_S1_UINT_D15_UNORM,      GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
816             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             4,
817             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
818             ARB_FRAMEBUFFER_OBJECT,     convert_s1_uint_d15_unorm},
819     {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
820             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
821             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
822             | WINED3DFMT_FLAG_SHADOW,
823             ARB_DEPTH_TEXTURE,          NULL},
824     {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
825             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         0,
826             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
827             | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
828             EXT_PACKED_DEPTH_STENCIL,   NULL},
829     {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
830             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
831             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
832             | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
833             ARB_FRAMEBUFFER_OBJECT,     NULL},
834     {WINED3DFMT_X8D24_UNORM,            GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
835             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
836             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
837             | WINED3DFMT_FLAG_SHADOW,
838             ARB_DEPTH_TEXTURE,          NULL},
839     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
840             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
841             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
842             ARB_DEPTH_TEXTURE,          NULL},
843     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
844             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         4,
845             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
846             EXT_PACKED_DEPTH_STENCIL,   convert_s4x4_uint_d24_unorm},
847     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
848             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             4,
849             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
850             ARB_FRAMEBUFFER_OBJECT,     convert_s4x4_uint_d24_unorm},
851     {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
852             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
853             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
854             | WINED3DFMT_FLAG_SHADOW,
855             ARB_DEPTH_TEXTURE,          NULL},
856     {WINED3DFMT_L16_UNORM,              GL_LUMINANCE16,                   GL_LUMINANCE16,                         0,
857             GL_LUMINANCE,               GL_UNSIGNED_SHORT,                0,
858             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
859             WINED3D_GL_EXT_NONE,        NULL},
860     {WINED3DFMT_D32_FLOAT,              GL_DEPTH_COMPONENT32F,            GL_DEPTH_COMPONENT32F,                  0,
861             GL_DEPTH_COMPONENT,         GL_FLOAT,                         0,
862             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
863             ARB_DEPTH_BUFFER_FLOAT,     NULL},
864     {WINED3DFMT_S8_UINT_D24_FLOAT,      GL_DEPTH32F_STENCIL8,             GL_DEPTH32F_STENCIL8,                   0,
865             GL_DEPTH_STENCIL,           GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
866             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
867             ARB_DEPTH_BUFFER_FLOAT,     convert_s8_uint_d24_float},
868     /* Vendor-specific formats */
869     {WINED3DFMT_ATI2N,                  GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
870             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
871             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
872             ATI_TEXTURE_COMPRESSION_3DC, NULL},
873     {WINED3DFMT_ATI2N,                  GL_COMPRESSED_RED_GREEN_RGTC2,    GL_COMPRESSED_RED_GREEN_RGTC2,         0,
874             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
875             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_COMPRESSED,
876             ARB_TEXTURE_COMPRESSION_RGTC, NULL},
877     {WINED3DFMT_INTZ,                   GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
878             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         0,
879             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
880             | WINED3DFMT_FLAG_STENCIL,
881             EXT_PACKED_DEPTH_STENCIL,   NULL},
882     {WINED3DFMT_INTZ,                   GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
883             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
884             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
885             | WINED3DFMT_FLAG_STENCIL,
886             ARB_FRAMEBUFFER_OBJECT,     NULL},
887     {WINED3DFMT_NULL,                   GL_RGBA8,                         GL_RGBA8,                               0,
888             GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
889             WINED3DFMT_FLAG_RENDERTARGET,
890             ARB_FRAMEBUFFER_OBJECT,     NULL},
891 };
892
893 static inline int getFmtIdx(enum wined3d_format_id format_id)
894 {
895     /* First check if the format is at the position of its value.
896      * This will catch the argb formats before the loop is entered. */
897     if (format_id < (sizeof(formats) / sizeof(*formats))
898             && formats[format_id].id == format_id)
899     {
900         return format_id;
901     }
902     else
903     {
904         unsigned int i;
905
906         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
907         {
908             if (formats[i].id == format_id) return i;
909         }
910     }
911     return -1;
912 }
913
914 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
915 {
916     UINT format_count = sizeof(formats) / sizeof(*formats);
917     UINT i;
918
919     gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
920     if (!gl_info->formats)
921     {
922         ERR("Failed to allocate memory.\n");
923         return FALSE;
924     }
925
926     for (i = 0; i < format_count; ++i)
927     {
928         struct wined3d_format *format = &gl_info->formats[i];
929         format->id = formats[i].id;
930         format->red_mask = formats[i].redMask;
931         format->green_mask = formats[i].greenMask;
932         format->blue_mask = formats[i].blueMask;
933         format->alpha_mask = formats[i].alphaMask;
934         format->byte_count = formats[i].bpp;
935         format->depth_size = formats[i].depthSize;
936         format->stencil_size = formats[i].stencilSize;
937         format->block_width = 1;
938         format->block_height = 1;
939         format->block_byte_count = formats[i].bpp;
940     }
941
942     for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
943     {
944         int fmt_idx = getFmtIdx(format_base_flags[i].id);
945
946         if (fmt_idx == -1)
947         {
948             ERR("Format %s (%#x) not found.\n",
949                     debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
950             HeapFree(GetProcessHeap(), 0, gl_info->formats);
951             return FALSE;
952         }
953
954         gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
955     }
956
957     return TRUE;
958 }
959
960 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
961 {
962     unsigned int i;
963
964     for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
965     {
966         struct wined3d_format *format;
967         int fmt_idx = getFmtIdx(format_block_info[i].id);
968
969         if (fmt_idx == -1)
970         {
971             ERR("Format %s (%#x) not found.\n",
972                     debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
973             return FALSE;
974         }
975
976         format = &gl_info->formats[fmt_idx];
977         format->block_width = format_block_info[i].block_width;
978         format->block_height = format_block_info[i].block_height;
979         format->block_byte_count = format_block_info[i].block_byte_count;
980         format->flags |= WINED3DFMT_FLAG_BLOCKS;
981     }
982
983     return TRUE;
984 }
985
986 /* Context activation is done by the caller. */
987 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
988 {
989     /* Check if the default internal format is supported as a frame buffer
990      * target, otherwise fall back to the render target internal.
991      *
992      * Try to stick to the standard format if possible, this limits precision differences. */
993     GLenum status;
994     GLuint tex;
995
996     ENTER_GL();
997
998     while(glGetError());
999     glDisable(GL_BLEND);
1000
1001     glGenTextures(1, &tex);
1002     glBindTexture(GL_TEXTURE_2D, tex);
1003
1004     glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1005     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1006     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1007
1008     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1009
1010     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1011     checkGLcall("Framebuffer format check");
1012
1013     if (status == GL_FRAMEBUFFER_COMPLETE)
1014     {
1015         TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
1016         format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1017         format->rtInternal = format->glInternal;
1018     }
1019     else
1020     {
1021         if (!format->rtInternal)
1022         {
1023             if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1024             {
1025                 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1026                         " and no fallback specified.\n", debug_d3dformat(format->id));
1027                 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1028             }
1029             else
1030             {
1031                 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1032             }
1033             format->rtInternal = format->glInternal;
1034         }
1035         else
1036         {
1037             TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1038                     debug_d3dformat(format->id));
1039
1040             while(glGetError());
1041
1042             gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1043
1044             glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1045             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1046             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1047
1048             gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1049
1050             status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1051             checkGLcall("Framebuffer format check");
1052
1053             if (status == GL_FRAMEBUFFER_COMPLETE)
1054             {
1055                 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1056                         debug_d3dformat(format->id));
1057             }
1058             else
1059             {
1060                 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1061                         debug_d3dformat(format->id));
1062                 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1063             }
1064         }
1065     }
1066
1067     if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1068             || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
1069             && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
1070             && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA)
1071     {
1072         GLuint rb, tex2;
1073         DWORD readback[16 * 16], color;
1074         BYTE r, a;
1075         BOOL match = TRUE;
1076
1077         if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1078                 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1079         {
1080             gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1081             gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1082             gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1083             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1084             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1085             checkGLcall("RB attachment");
1086         }
1087
1088         glEnable(GL_BLEND);
1089         glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
1090         glClear(GL_COLOR_BUFFER_BIT);
1091         if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1092         {
1093             while(glGetError());
1094             TRACE("Format doesn't support post-pixelshader blending.\n");
1095             format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1096         }
1097         else
1098         {
1099             glViewport(0, 0, 16, 16);
1100             glDisable(GL_LIGHTING);
1101             glMatrixMode(GL_MODELVIEW);
1102             glLoadIdentity();
1103             glMatrixMode(GL_PROJECTION);
1104             glLoadIdentity();
1105
1106             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1107
1108             /* Draw a full-black quad */
1109             glBegin(GL_TRIANGLE_STRIP);
1110             glColor4ub(0x00, 0x00, 0x00, 0xff);
1111             glVertex3f(-1.0f, -1.0f, 0.0f);
1112             glColor4ub(0x00, 0x00, 0x00, 0xff);
1113             glVertex3f(1.0f, -1.0f, 0.0f);
1114             glColor4ub(0x00, 0x00, 0x00, 0xff);
1115             glVertex3f(-1.0f, 1.0f, 0.0f);
1116             glColor4ub(0x00, 0x00, 0x00, 0xff);
1117             glVertex3f(1.0f, 1.0f, 0.0f);
1118             glEnd();
1119
1120             /* Draw a half-transparent red quad */
1121             glBegin(GL_TRIANGLE_STRIP);
1122             glColor4ub(0xff, 0x00, 0x00, 0x80);
1123             glVertex3f(-1.0f, -1.0f, 0.0f);
1124             glColor4ub(0xff, 0x00, 0x00, 0x80);
1125             glVertex3f(1.0f, -1.0f, 0.0f);
1126             glColor4ub(0xff, 0x00, 0x00, 0x80);
1127             glVertex3f(-1.0f, 1.0f, 0.0f);
1128             glColor4ub(0xff, 0x00, 0x00, 0x80);
1129             glVertex3f(1.0f, 1.0f, 0.0f);
1130             glEnd();
1131
1132             glGenTextures(1, &tex2);
1133             glBindTexture(GL_TEXTURE_2D, tex2);
1134
1135             glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 16, 16, 0);
1136             glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1137             checkGLcall("Post-pixelshader blending check");
1138
1139             color = readback[7 * 16 + 7];
1140             a = color >> 24;
1141             r = (color & 0x00ff0000) >> 16;
1142
1143             if (format->red_mask && (r < 0x7b || r > 0x84))
1144             match = FALSE;
1145             /* If the alpha component is more than 1 bit */
1146             else if ((format->alpha_mask & (format->alpha_mask - 1)) && (a < 0x9f || a > 0xdf))
1147                 match = FALSE;
1148             if (!match)
1149             {
1150                 TRACE("Format doesn't support post-pixelshader blending.\n");
1151                 TRACE("Color output: %#x\n", color);
1152                 format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1153             }
1154             else
1155             {
1156                 TRACE("Format supports post-pixelshader blending.\n");
1157                 format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1158             }
1159
1160             glBindTexture(GL_TEXTURE_2D, tex);
1161             glDeleteTextures(1, &tex2);
1162         }
1163
1164         if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1165                 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1166         {
1167             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1168             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1169             gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1170             checkGLcall("RB cleanup");
1171         }
1172     }
1173
1174     if (format->glInternal != format->glGammaInternal)
1175     {
1176         glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1177         gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1178
1179         status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1180         checkGLcall("Framebuffer format check");
1181
1182         if (status == GL_FRAMEBUFFER_COMPLETE)
1183         {
1184             TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1185             format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1186         }
1187         else
1188         {
1189             WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1190         }
1191     }
1192     else if (status == GL_FRAMEBUFFER_COMPLETE)
1193         format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1194
1195     glDeleteTextures(1, &tex);
1196
1197     LEAVE_GL();
1198 }
1199
1200 /* Context activation is done by the caller. */
1201 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1202 {
1203     unsigned int i;
1204     GLuint fbo;
1205
1206     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1207     {
1208         ENTER_GL();
1209
1210         gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1211         gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1212         glDrawBuffer(GL_COLOR_ATTACHMENT0);
1213         glReadBuffer(GL_COLOR_ATTACHMENT0);
1214
1215         LEAVE_GL();
1216     }
1217
1218     for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1219     {
1220         struct wined3d_format *format = &gl_info->formats[i];
1221
1222         if (!format->glInternal) continue;
1223
1224         if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1225         {
1226             TRACE("Skipping format %s because it's a depth/stencil format.\n",
1227                     debug_d3dformat(format->id));
1228             continue;
1229         }
1230
1231         if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1232         {
1233             TRACE("Skipping format %s because it's a compressed format.\n",
1234                     debug_d3dformat(format->id));
1235             continue;
1236         }
1237
1238         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1239         {
1240             TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1241             check_fbo_compat(gl_info, format);
1242         }
1243         else
1244         {
1245             format->rtInternal = format->glInternal;
1246         }
1247     }
1248
1249     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1250     {
1251         ENTER_GL();
1252
1253         gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1254
1255         LEAVE_GL();
1256     }
1257 }
1258
1259 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
1260 {
1261     unsigned int i;
1262
1263     for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1264     {
1265         int fmt_idx = getFmtIdx(format_texture_info[i].id);
1266         struct wined3d_format *format;
1267
1268         if (fmt_idx == -1)
1269         {
1270             ERR("Format %s (%#x) not found.\n",
1271                     debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1272             return FALSE;
1273         }
1274
1275         if (!gl_info->supported[format_texture_info[i].extension]) continue;
1276
1277         format = &gl_info->formats[fmt_idx];
1278
1279         /* ARB_texture_rg defines floating point formats, but only if
1280          * ARB_texture_float is also supported. */
1281         if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1282                 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1283             continue;
1284
1285         format->glInternal = format_texture_info[i].gl_internal;
1286         format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1287         format->rtInternal = format_texture_info[i].gl_rt_internal;
1288         format->glFormat = format_texture_info[i].gl_format;
1289         format->glType = format_texture_info[i].gl_type;
1290         format->color_fixup = COLOR_FIXUP_IDENTITY;
1291         format->flags |= format_texture_info[i].flags;
1292         format->heightscale = 1.0f;
1293
1294         if (format->glGammaInternal != format->glInternal)
1295         {
1296             /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1297             if (!gl_info->supported[EXT_TEXTURE_SRGB])
1298             {
1299                 format->glGammaInternal = format->glInternal;
1300                 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1301             }
1302             else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1303             {
1304                 format->glInternal = format->glGammaInternal;
1305             }
1306         }
1307
1308         /* Texture conversion stuff */
1309         format->convert = format_texture_info[i].convert;
1310         format->conv_byte_count = format_texture_info[i].conv_byte_count;
1311     }
1312
1313     return TRUE;
1314 }
1315
1316 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1317 {
1318     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1319     c1 >>= 8; c2 >>= 8;
1320     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1321     c1 >>= 8; c2 >>= 8;
1322     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1323     c1 >>= 8; c2 >>= 8;
1324     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1325     return TRUE;
1326 }
1327
1328 /* A context is provided by the caller */
1329 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1330 {
1331     static const DWORD data[] = {0x00000000, 0xffffffff};
1332     GLuint tex, fbo, buffer;
1333     DWORD readback[16 * 1];
1334     BOOL ret = FALSE;
1335
1336     /* Render a filtered texture and see what happens. This is intended to detect the lack of
1337      * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1338      * falling back to software. If this changes in the future this code will get fooled and
1339      * apps might hit the software path due to incorrectly advertised caps.
1340      *
1341      * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1342      * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1343      * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1344      */
1345
1346     ENTER_GL();
1347     while(glGetError());
1348
1349     glGenTextures(1, &buffer);
1350     glBindTexture(GL_TEXTURE_2D, buffer);
1351     memset(readback, 0x7e, sizeof(readback));
1352     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1353     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1354     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1355     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1356     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1357     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1358
1359     glGenTextures(1, &tex);
1360     glBindTexture(GL_TEXTURE_2D, tex);
1361     glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1362     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1363     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1364     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1365     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1366     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1367     glEnable(GL_TEXTURE_2D);
1368
1369     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1370     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1371     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1372     glDrawBuffer(GL_COLOR_ATTACHMENT0);
1373
1374     glViewport(0, 0, 16, 1);
1375     glDisable(GL_LIGHTING);
1376     glMatrixMode(GL_MODELVIEW);
1377     glLoadIdentity();
1378     glMatrixMode(GL_PROJECTION);
1379     glLoadIdentity();
1380
1381     glClearColor(0, 1, 0, 0);
1382     glClear(GL_COLOR_BUFFER_BIT);
1383
1384     glBegin(GL_TRIANGLE_STRIP);
1385     glTexCoord2f(0.0, 0.0);
1386     glVertex2f(-1.0f, -1.0f);
1387     glTexCoord2f(1.0, 0.0);
1388     glVertex2f(1.0f, -1.0f);
1389     glTexCoord2f(0.0, 1.0);
1390     glVertex2f(-1.0f, 1.0f);
1391     glTexCoord2f(1.0, 1.0);
1392     glVertex2f(1.0f, 1.0f);
1393     glEnd();
1394
1395     glBindTexture(GL_TEXTURE_2D, buffer);
1396     memset(readback, 0x7f, sizeof(readback));
1397     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1398     if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
1399        color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1400     {
1401         TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
1402               readback[6], readback[9]);
1403         ret = FALSE;
1404     }
1405     else
1406     {
1407         TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1408               readback[6], readback[9]);
1409         ret = TRUE;
1410     }
1411
1412     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1413     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1414     glDeleteTextures(1, &tex);
1415     glDeleteTextures(1, &buffer);
1416
1417     if(glGetError())
1418     {
1419         FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1420         ret = FALSE;
1421     }
1422     LEAVE_GL();
1423     return ret;
1424 }
1425
1426 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1427 {
1428     struct wined3d_format *format;
1429     unsigned int fmt_idx, i;
1430     static const enum wined3d_format_id fmts16[] =
1431     {
1432         WINED3DFMT_R16_FLOAT,
1433         WINED3DFMT_R16G16_FLOAT,
1434         WINED3DFMT_R16G16B16A16_FLOAT,
1435     };
1436     BOOL filtered;
1437
1438     if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1439     {
1440         WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1441         if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1442         {
1443             TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1444             filtered = TRUE;
1445         }
1446         else if (gl_info->limits.glsl_varyings > 44)
1447         {
1448             TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1449             filtered = TRUE;
1450         }
1451         else
1452         {
1453             TRACE("Assuming no float16 blending\n");
1454             filtered = FALSE;
1455         }
1456
1457         if(filtered)
1458         {
1459             for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1460             {
1461                 fmt_idx = getFmtIdx(fmts16[i]);
1462                 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1463             }
1464         }
1465         return;
1466     }
1467
1468     for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1469     {
1470         fmt_idx = getFmtIdx(fmts16[i]);
1471         format = &gl_info->formats[fmt_idx];
1472         if (!format->glInternal) continue; /* Not supported by GL */
1473
1474         filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1475         if(filtered)
1476         {
1477             TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1478             format->flags |= WINED3DFMT_FLAG_FILTERING;
1479         }
1480         else
1481         {
1482             TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1483         }
1484     }
1485 }
1486
1487 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1488 {
1489     int idx;
1490
1491     idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1492     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1493             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1494
1495     idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1496     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1497             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1498
1499     idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1500     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1501             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1502
1503     idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1504     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1505             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1506
1507     idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1508     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1509             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1510
1511     /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1512      * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1513      * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1514      * the only driver that implements it(fglrx) has a buggy implementation.
1515      *
1516      * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1517      * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1518      * conversion for this format.
1519      */
1520     if (!gl_info->supported[NV_TEXTURE_SHADER])
1521     {
1522         idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1523         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1524                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1525         idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1526         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1527                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1528     }
1529     else
1530     {
1531         idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1532         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1533                 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1534
1535         idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1536         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1537                 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1538     }
1539
1540     if (!gl_info->supported[NV_TEXTURE_SHADER])
1541     {
1542         /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1543          * with each other
1544          */
1545         idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1546         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1547                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1548         idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1549         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1550                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1551         idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1552         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1553                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1554     }
1555     else
1556     {
1557         /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1558          * are converted at surface loading time, but they do not need any modification in
1559          * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1560          * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1561          */
1562     }
1563
1564     if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1565     {
1566         idx = getFmtIdx(WINED3DFMT_ATI2N);
1567         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1568                 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1569     }
1570     else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1571     {
1572         idx = getFmtIdx(WINED3DFMT_ATI2N);
1573         gl_info->formats[idx].color_fixup= create_color_fixup_desc(
1574                 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1575     }
1576
1577     if (!gl_info->supported[APPLE_YCBCR_422])
1578     {
1579         idx = getFmtIdx(WINED3DFMT_YUY2);
1580         gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
1581
1582         idx = getFmtIdx(WINED3DFMT_UYVY);
1583         gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
1584     }
1585
1586     idx = getFmtIdx(WINED3DFMT_YV12);
1587     gl_info->formats[idx].flags |= WINED3DFMT_FLAG_HEIGHT_SCALE;
1588     gl_info->formats[idx].heightscale = 1.5f;
1589     gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
1590
1591     if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
1592     {
1593         idx = getFmtIdx(WINED3DFMT_P8_UINT);
1594         gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
1595     }
1596
1597     if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1598     {
1599         idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1600         gl_info->formats[idx].gl_vtx_format = GL_BGRA;
1601     }
1602
1603     if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1604     {
1605         /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1606          * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1607         idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1608         gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1609
1610         idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1611         gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1612     }
1613 }
1614
1615 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1616 {
1617     unsigned int i;
1618
1619     for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1620     {
1621         struct wined3d_format *format;
1622         int fmt_idx = getFmtIdx(format_vertex_info[i].id);
1623
1624         if (fmt_idx == -1)
1625         {
1626             ERR("Format %s (%#x) not found.\n",
1627                     debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
1628             return FALSE;
1629         }
1630
1631         format = &gl_info->formats[fmt_idx];
1632         format->emit_idx = format_vertex_info[i].emit_idx;
1633         format->component_count = format_vertex_info[i].component_count;
1634         format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1635         format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1636         format->gl_normalized = format_vertex_info[i].gl_normalized;
1637         format->component_size = format_vertex_info[i].component_size;
1638     }
1639
1640     return TRUE;
1641 }
1642
1643 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1644 {
1645     if (!init_format_base_info(gl_info)) return FALSE;
1646
1647     if (!init_format_block_info(gl_info))
1648     {
1649         HeapFree(GetProcessHeap(), 0, gl_info->formats);
1650         gl_info->formats = NULL;
1651         return FALSE;
1652     }
1653
1654     return TRUE;
1655 }
1656
1657 /* Context activation is done by the caller. */
1658 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1659 {
1660     if (!init_format_base_info(gl_info)) return FALSE;
1661
1662     if (!init_format_block_info(gl_info)) goto fail;
1663     if (!init_format_texture_info(gl_info)) goto fail;
1664     if (!init_format_vertex_info(gl_info)) goto fail;
1665
1666     apply_format_fixups(gl_info);
1667     init_format_fbo_compat_info(gl_info);
1668     init_format_filter_info(gl_info, vendor);
1669
1670     return TRUE;
1671
1672 fail:
1673     HeapFree(GetProcessHeap(), 0, gl_info->formats);
1674     gl_info->formats = NULL;
1675     return FALSE;
1676 }
1677
1678 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
1679         enum wined3d_format_id format_id)
1680 {
1681     int idx = getFmtIdx(format_id);
1682
1683     if (idx == -1)
1684     {
1685         FIXME("Can't find format %s (%#x) in the format lookup table\n",
1686                 debug_d3dformat(format_id), format_id);
1687         /* Get the caller a valid pointer */
1688         idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1689     }
1690
1691     return &gl_info->formats[idx];
1692 }
1693
1694 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height)
1695 {
1696     UINT size;
1697
1698     if (format->id == WINED3DFMT_UNKNOWN)
1699     {
1700         size = 0;
1701     }
1702     else if (format->flags & WINED3DFMT_FLAG_BLOCKS)
1703     {
1704         UINT row_block_count = (width + format->block_width - 1) / format->block_width;
1705         UINT row_count = (height + format->block_height - 1) / format->block_height;
1706         size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
1707     }
1708     else
1709     {
1710         size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
1711     }
1712
1713     if (format->flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
1714     {
1715         /* The D3D format requirements make sure that the resulting format is an integer again */
1716         size = (UINT) (size * format->heightscale);
1717     }
1718
1719     return size;
1720 }
1721
1722 /*****************************************************************************
1723  * Trace formatting of useful values
1724  */
1725 const char *debug_d3dformat(enum wined3d_format_id format_id)
1726 {
1727     switch (format_id)
1728     {
1729 #define FMT_TO_STR(format_id) case format_id: return #format_id
1730         FMT_TO_STR(WINED3DFMT_UNKNOWN);
1731         FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1732         FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1733         FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1734         FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1735         FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1736         FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1737         FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1738         FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1739         FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1740         FMT_TO_STR(WINED3DFMT_P8_UINT);
1741         FMT_TO_STR(WINED3DFMT_L8_UNORM);
1742         FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1743         FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1744         FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1745         FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1746         FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1747         FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1748         FMT_TO_STR(WINED3DFMT_UYVY);
1749         FMT_TO_STR(WINED3DFMT_YUY2);
1750         FMT_TO_STR(WINED3DFMT_YV12);
1751         FMT_TO_STR(WINED3DFMT_DXT1);
1752         FMT_TO_STR(WINED3DFMT_DXT2);
1753         FMT_TO_STR(WINED3DFMT_DXT3);
1754         FMT_TO_STR(WINED3DFMT_DXT4);
1755         FMT_TO_STR(WINED3DFMT_DXT5);
1756         FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1757         FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1758         FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1759         FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1760         FMT_TO_STR(WINED3DFMT_D32_UNORM);
1761         FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1762         FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1763         FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1764         FMT_TO_STR(WINED3DFMT_L16_UNORM);
1765         FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1766         FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1767         FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1768         FMT_TO_STR(WINED3DFMT_ATI2N);
1769         FMT_TO_STR(WINED3DFMT_NVDB);
1770         FMT_TO_STR(WINED3DFMT_NVHU);
1771         FMT_TO_STR(WINED3DFMT_NVHS);
1772         FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1773         FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1774         FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1775         FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1776         FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1777         FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1778         FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1779         FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1780         FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1781         FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1782         FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1783         FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1784         FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1785         FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1786         FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1787         FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1788         FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1789         FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1790         FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1791         FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1792         FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1793         FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1794         FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1795         FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1796         FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1797         FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1798         FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1799         FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1800         FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1801         FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1802         FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1803         FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1804         FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1805         FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1806         FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1807         FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1808         FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1809         FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1810         FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1811         FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1812         FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1813         FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1814         FMT_TO_STR(WINED3DFMT_R32_UINT);
1815         FMT_TO_STR(WINED3DFMT_R32_SINT);
1816         FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1817         FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1818         FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1819         FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1820         FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1821         FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1822         FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1823         FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1824         FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1825         FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1826         FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1827         FMT_TO_STR(WINED3DFMT_D16_UNORM);
1828         FMT_TO_STR(WINED3DFMT_R16_UNORM);
1829         FMT_TO_STR(WINED3DFMT_R16_UINT);
1830         FMT_TO_STR(WINED3DFMT_R16_SNORM);
1831         FMT_TO_STR(WINED3DFMT_R16_SINT);
1832         FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1833         FMT_TO_STR(WINED3DFMT_R8_UNORM);
1834         FMT_TO_STR(WINED3DFMT_R8_UINT);
1835         FMT_TO_STR(WINED3DFMT_R8_SNORM);
1836         FMT_TO_STR(WINED3DFMT_R8_SINT);
1837         FMT_TO_STR(WINED3DFMT_A8_UNORM);
1838         FMT_TO_STR(WINED3DFMT_R1_UNORM);
1839         FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1840         FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1841         FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1842         FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1843         FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1844         FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1845         FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1846         FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1847         FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1848         FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1849         FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1850         FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1851         FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1852         FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1853         FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1854         FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1855         FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1856         FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1857         FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1858         FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1859         FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1860         FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1861         FMT_TO_STR(WINED3DFMT_INTZ);
1862         FMT_TO_STR(WINED3DFMT_NULL);
1863         FMT_TO_STR(WINED3DFMT_R16);
1864         FMT_TO_STR(WINED3DFMT_AL16);
1865 #undef FMT_TO_STR
1866         default:
1867         {
1868             char fourcc[5];
1869             fourcc[0] = (char)(format_id);
1870             fourcc[1] = (char)(format_id >> 8);
1871             fourcc[2] = (char)(format_id >> 16);
1872             fourcc[3] = (char)(format_id >> 24);
1873             fourcc[4] = 0;
1874             if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
1875                 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
1876             else
1877                 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
1878         }
1879         return "unrecognized";
1880     }
1881 }
1882
1883 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
1884 {
1885     switch (device_type)
1886     {
1887 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1888         DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
1889         DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
1890         DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
1891 #undef DEVTYPE_TO_STR
1892         default:
1893             FIXME("Unrecognized device type %#x.\n", device_type);
1894             return "unrecognized";
1895     }
1896 }
1897
1898 const char *debug_d3dusage(DWORD usage)
1899 {
1900     char buf[333];
1901
1902     buf[0] = '\0';
1903 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1904     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1905     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1906     WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1907     WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1908     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1909     WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1910     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1911     WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1912     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1913     WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1914     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1915     WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
1916     WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
1917 #undef WINED3DUSAGE_TO_STR
1918     if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1919
1920     return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1921 }
1922
1923 const char *debug_d3dusagequery(DWORD usagequery)
1924 {
1925     char buf[238];
1926
1927     buf[0] = '\0';
1928 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1929     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1930     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1931     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1932     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1933     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1934     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1935     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1936 #undef WINED3DUSAGEQUERY_TO_STR
1937     if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1938
1939     return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1940 }
1941
1942 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
1943 {
1944     switch (method)
1945     {
1946 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1947         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
1948         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
1949         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
1950         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
1951         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
1952         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
1953         WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
1954 #undef WINED3DDECLMETHOD_TO_STR
1955         default:
1956             FIXME("Unrecognized declaration method %#x.\n", method);
1957             return "unrecognized";
1958     }
1959 }
1960
1961 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
1962 {
1963     switch (usage)
1964     {
1965 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1966         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
1967         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
1968         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
1969         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
1970         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
1971         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
1972         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
1973         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
1974         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
1975         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
1976         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
1977         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
1978         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
1979         WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
1980 #undef WINED3DDECLUSAGE_TO_STR
1981         default:
1982             FIXME("Unrecognized %u declaration usage!\n", usage);
1983             return "unrecognized";
1984     }
1985 }
1986
1987 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
1988 {
1989     switch (resource_type)
1990     {
1991 #define RES_TO_STR(res) case res: return #res
1992         RES_TO_STR(WINED3D_RTYPE_SURFACE);
1993         RES_TO_STR(WINED3D_RTYPE_VOLUME);
1994         RES_TO_STR(WINED3D_RTYPE_TEXTURE);
1995         RES_TO_STR(WINED3D_RTYPE_VOLUME_TEXTURE);
1996         RES_TO_STR(WINED3D_RTYPE_CUBE_TEXTURE);
1997         RES_TO_STR(WINED3D_RTYPE_BUFFER);
1998 #undef  RES_TO_STR
1999         default:
2000             FIXME("Unrecognized resource type %#x.\n", resource_type);
2001             return "unrecognized";
2002     }
2003 }
2004
2005 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
2006 {
2007     switch (primitive_type)
2008     {
2009 #define PRIM_TO_STR(prim) case prim: return #prim
2010         PRIM_TO_STR(WINED3D_PT_UNDEFINED);
2011         PRIM_TO_STR(WINED3D_PT_POINTLIST);
2012         PRIM_TO_STR(WINED3D_PT_LINELIST);
2013         PRIM_TO_STR(WINED3D_PT_LINESTRIP);
2014         PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
2015         PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
2016         PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
2017         PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
2018         PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
2019         PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
2020         PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
2021 #undef  PRIM_TO_STR
2022         default:
2023             FIXME("Unrecognized %u primitive type!\n", primitive_type);
2024             return "unrecognized";
2025     }
2026 }
2027
2028 const char *debug_d3drenderstate(enum wined3d_render_state state)
2029 {
2030     switch (state)
2031     {
2032 #define D3DSTATE_TO_STR(u) case u: return #u
2033         D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
2034         D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
2035         D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
2036         D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
2037         D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
2038         D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
2039         D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
2040         D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
2041         D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
2042         D3DSTATE_TO_STR(WINED3D_RS_ROP2);
2043         D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
2044         D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
2045         D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
2046         D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
2047         D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
2048         D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
2049         D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
2050         D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
2051         D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
2052         D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
2053         D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
2054         D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
2055         D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
2056         D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
2057         D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
2058         D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
2059         D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
2060         D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
2061         D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
2062         D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
2063         D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
2064         D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
2065         D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
2066         D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
2067         D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
2068         D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
2069         D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
2070         D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
2071         D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
2072         D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
2073         D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
2074         D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
2075         D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
2076         D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
2077         D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
2078         D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
2079         D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
2080         D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
2081         D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
2082         D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
2083         D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
2084         D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
2085         D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
2086         D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
2087         D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
2088         D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
2089         D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
2090         D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
2091         D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
2092         D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
2093         D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
2094         D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
2095         D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
2096         D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
2097         D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
2098         D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
2099         D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
2100         D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
2101         D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
2102         D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
2103         D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
2104         D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
2105         D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
2106         D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
2107         D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
2108         D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
2109         D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
2110         D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
2111         D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
2112         D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
2113         D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
2114         D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
2115         D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
2116         D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
2117         D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
2118         D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
2119         D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
2120         D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
2121         D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
2122         D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
2123         D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
2124         D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
2125         D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
2126         D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
2127         D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
2128         D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
2129         D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
2130         D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
2131         D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
2132         D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
2133         D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
2134         D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
2135         D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
2136         D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
2137         D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
2138         D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
2139         D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
2140         D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
2141         D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
2142         D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
2143         D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
2144         D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
2145         D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
2146         D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
2147         D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
2148         D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
2149         D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
2150         D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
2151         D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
2152         D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
2153         D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
2154         D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
2155         D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
2156         D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
2157         D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
2158         D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
2159 #undef D3DSTATE_TO_STR
2160         default:
2161             FIXME("Unrecognized %u render state!\n", state);
2162             return "unrecognized";
2163     }
2164 }
2165
2166 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
2167 {
2168     switch (state)
2169     {
2170 #define D3DSTATE_TO_STR(u) case u: return #u
2171         D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
2172         D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
2173         D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
2174         D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
2175         D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
2176         D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
2177         D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
2178         D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
2179         D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
2180         D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
2181         D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
2182         D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
2183         D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
2184 #undef D3DSTATE_TO_STR
2185         default:
2186             FIXME("Unrecognized %u sampler state!\n", state);
2187             return "unrecognized";
2188     }
2189 }
2190
2191 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
2192 {
2193     switch (filter_type)
2194     {
2195 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2196         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
2197         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
2198         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
2199         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
2200         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
2201         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
2202         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
2203         D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
2204 #undef D3DTEXTUREFILTERTYPE_TO_STR
2205         default:
2206             FIXME("Unrecognied texture filter type 0x%08x.\n", filter_type);
2207             return "unrecognized";
2208     }
2209 }
2210
2211 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
2212 {
2213     switch (state)
2214     {
2215 #define D3DSTATE_TO_STR(u) case u: return #u
2216         D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
2217         D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
2218         D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
2219         D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
2220         D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
2221         D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
2222         D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
2223         D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
2224         D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
2225         D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
2226         D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
2227         D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
2228         D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
2229         D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
2230         D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
2231         D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
2232         D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
2233         D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
2234 #undef D3DSTATE_TO_STR
2235         default:
2236             FIXME("Unrecognized %u texture state!\n", state);
2237             return "unrecognized";
2238     }
2239 }
2240
2241 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
2242 {
2243     switch (d3dtop)
2244     {
2245 #define D3DTOP_TO_STR(u) case u: return #u
2246         D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
2247         D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
2248         D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
2249         D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
2250         D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
2251         D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
2252         D3DTOP_TO_STR(WINED3D_TOP_ADD);
2253         D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
2254         D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
2255         D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
2256         D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
2257         D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
2258         D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
2259         D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
2260         D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
2261         D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
2262         D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
2263         D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
2264         D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
2265         D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
2266         D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
2267         D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
2268         D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
2269         D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
2270         D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
2271         D3DTOP_TO_STR(WINED3D_TOP_LERP);
2272 #undef D3DTOP_TO_STR
2273         default:
2274             FIXME("Unrecognized texture op %#x.\n", d3dtop);
2275             return "unrecognized";
2276     }
2277 }
2278
2279 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
2280 {
2281     switch (tstype)
2282     {
2283 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2284     TSTYPE_TO_STR(WINED3D_TS_VIEW);
2285     TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
2286     TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
2287     TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
2288     TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
2289     TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
2290     TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
2291     TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
2292     TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
2293     TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
2294     TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
2295 #undef TSTYPE_TO_STR
2296     default:
2297         if (tstype > 256 && tstype < 512)
2298         {
2299             FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
2300             return ("WINED3D_TS_WORLD_MATRIX > 0");
2301         }
2302         FIXME("Unrecognized transform state %#x.\n", tstype);
2303         return "unrecognized";
2304     }
2305 }
2306
2307 const char *debug_d3dstate(DWORD state)
2308 {
2309     if (STATE_IS_RENDER(state))
2310         return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2311     if (STATE_IS_TEXTURESTAGE(state))
2312     {
2313         DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2314         DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2315         return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2316                 texture_stage, debug_d3dtexturestate(texture_state));
2317     }
2318     if (STATE_IS_SAMPLER(state))
2319         return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2320     if (STATE_IS_PIXELSHADER(state))
2321         return "STATE_PIXELSHADER";
2322     if (STATE_IS_TRANSFORM(state))
2323         return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2324     if (STATE_IS_STREAMSRC(state))
2325         return "STATE_STREAMSRC";
2326     if (STATE_IS_INDEXBUFFER(state))
2327         return "STATE_INDEXBUFFER";
2328     if (STATE_IS_VDECL(state))
2329         return "STATE_VDECL";
2330     if (STATE_IS_VSHADER(state))
2331         return "STATE_VSHADER";
2332     if (STATE_IS_VIEWPORT(state))
2333         return "STATE_VIEWPORT";
2334     if (STATE_IS_VERTEXSHADERCONSTANT(state))
2335         return "STATE_VERTEXSHADERCONSTANT";
2336     if (STATE_IS_PIXELSHADERCONSTANT(state))
2337         return "STATE_PIXELSHADERCONSTANT";
2338     if (STATE_IS_ACTIVELIGHT(state))
2339         return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2340     if (STATE_IS_SCISSORRECT(state))
2341         return "STATE_SCISSORRECT";
2342     if (STATE_IS_CLIPPLANE(state))
2343         return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2344     if (STATE_IS_MATERIAL(state))
2345         return "STATE_MATERIAL";
2346     if (STATE_IS_FRONTFACE(state))
2347         return "STATE_FRONTFACE";
2348     if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2349         return "STATE_POINTSPRITECOORDORIGIN";
2350     if (STATE_IS_BASEVERTEXINDEX(state))
2351         return "STATE_BASEVERTEXINDEX";
2352     if (STATE_IS_FRAMEBUFFER(state))
2353         return "STATE_FRAMEBUFFER";
2354
2355     return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2356 }
2357
2358 const char *debug_d3dpool(enum wined3d_pool pool)
2359 {
2360     switch (pool)
2361     {
2362 #define POOL_TO_STR(p) case p: return #p
2363         POOL_TO_STR(WINED3D_POOL_DEFAULT);
2364         POOL_TO_STR(WINED3D_POOL_MANAGED);
2365         POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
2366         POOL_TO_STR(WINED3D_POOL_SCRATCH);
2367 #undef  POOL_TO_STR
2368         default:
2369             FIXME("Unrecognized pool %#x.\n", pool);
2370             return "unrecognized";
2371     }
2372 }
2373
2374 const char *debug_fbostatus(GLenum status) {
2375     switch(status) {
2376 #define FBOSTATUS_TO_STR(u) case u: return #u
2377         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
2378         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2379         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
2380         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
2381         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
2382         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
2383         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
2384         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
2385         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
2386         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
2387 #undef FBOSTATUS_TO_STR
2388         default:
2389             FIXME("Unrecognied FBO status 0x%08x\n", status);
2390             return "unrecognized";
2391     }
2392 }
2393
2394 const char *debug_glerror(GLenum error) {
2395     switch(error) {
2396 #define GLERROR_TO_STR(u) case u: return #u
2397         GLERROR_TO_STR(GL_NO_ERROR);
2398         GLERROR_TO_STR(GL_INVALID_ENUM);
2399         GLERROR_TO_STR(GL_INVALID_VALUE);
2400         GLERROR_TO_STR(GL_INVALID_OPERATION);
2401         GLERROR_TO_STR(GL_STACK_OVERFLOW);
2402         GLERROR_TO_STR(GL_STACK_UNDERFLOW);
2403         GLERROR_TO_STR(GL_OUT_OF_MEMORY);
2404         GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
2405 #undef GLERROR_TO_STR
2406         default:
2407             FIXME("Unrecognied GL error 0x%08x\n", error);
2408             return "unrecognized";
2409     }
2410 }
2411
2412 const char *debug_d3dbasis(enum wined3d_basis_type basis)
2413 {
2414     switch (basis)
2415     {
2416         case WINED3D_BASIS_BEZIER:      return "WINED3D_BASIS_BEZIER";
2417         case WINED3D_BASIS_BSPLINE:     return "WINED3D_BASIS_BSPLINE";
2418         case WINED3D_BASIS_INTERPOLATE: return "WINED3D_BASIS_INTERPOLATE";
2419         default:                        return "unrecognized";
2420     }
2421 }
2422
2423 const char *debug_d3ddegree(enum wined3d_degree_type degree)
2424 {
2425     switch (degree)
2426     {
2427         case WINED3D_DEGREE_LINEAR:     return "WINED3D_DEGREE_LINEAR";
2428         case WINED3D_DEGREE_QUADRATIC:  return "WINED3D_DEGREE_QUADRATIC";
2429         case WINED3D_DEGREE_CUBIC:      return "WINED3D_DEGREE_CUBIC";
2430         case WINED3D_DEGREE_QUINTIC:    return "WINED3D_DEGREE_QUINTIC";
2431         default:                        return "unrecognized";
2432     }
2433 }
2434
2435 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2436 {
2437     switch(source)
2438     {
2439 #define WINED3D_TO_STR(x) case x: return #x
2440         WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
2441         WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
2442         WINED3D_TO_STR(CHANNEL_SOURCE_X);
2443         WINED3D_TO_STR(CHANNEL_SOURCE_Y);
2444         WINED3D_TO_STR(CHANNEL_SOURCE_Z);
2445         WINED3D_TO_STR(CHANNEL_SOURCE_W);
2446         WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
2447         WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
2448 #undef WINED3D_TO_STR
2449         default:
2450             FIXME("Unrecognized fixup_channel_source %#x\n", source);
2451             return "unrecognized";
2452     }
2453 }
2454
2455 static const char *debug_complex_fixup(enum complex_fixup fixup)
2456 {
2457     switch(fixup)
2458     {
2459 #define WINED3D_TO_STR(x) case x: return #x
2460         WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
2461         WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
2462         WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
2463         WINED3D_TO_STR(COMPLEX_FIXUP_P8);
2464 #undef WINED3D_TO_STR
2465         default:
2466             FIXME("Unrecognized complex fixup %#x\n", fixup);
2467             return "unrecognized";
2468     }
2469 }
2470
2471 void dump_color_fixup_desc(struct color_fixup_desc fixup)
2472 {
2473     if (is_complex_fixup(fixup))
2474     {
2475         TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
2476         return;
2477     }
2478
2479     TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
2480     TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
2481     TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
2482     TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
2483 }
2484
2485 const char *debug_surflocation(DWORD flag) {
2486     char buf[128];
2487
2488     buf[0] = 0;
2489     if (flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");                    /* 17 */
2490     if (flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");                /* 19 */
2491     if (flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");                  /* 18 */
2492     if (flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");                  /* 18 */
2493     if (flag & SFLAG_INRB_MULTISAMPLE) strcat(buf, " | SFLAG_INRB_MULTISAMPLE");    /* 25 */
2494     if (flag & SFLAG_INRB_RESOLVED) strcat(buf, " | SFLAG_INRB_RESOLVED");          /* 22 */
2495     return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
2496 }
2497
2498 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2499         enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2500 {
2501     if (op == WINED3D_TOP_DISABLE)
2502         return FALSE;
2503     if (state->textures[stage])
2504         return FALSE;
2505
2506     if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2507             && op != WINED3D_TOP_SELECT_ARG2)
2508         return TRUE;
2509     if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2510             && op != WINED3D_TOP_SELECT_ARG1)
2511         return TRUE;
2512     if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2513             && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
2514         return TRUE;
2515
2516     return FALSE;
2517 }
2518
2519 /* Setup this textures matrix according to the texture flags*/
2520 /* GL locking is done by the caller (state handler) */
2521 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2522         enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
2523 {
2524     float mat[16];
2525
2526     glMatrixMode(GL_TEXTURE);
2527     checkGLcall("glMatrixMode(GL_TEXTURE)");
2528
2529     if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
2530     {
2531         glLoadIdentity();
2532         checkGLcall("glLoadIdentity()");
2533         return;
2534     }
2535
2536     if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
2537     {
2538         ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
2539         return;
2540     }
2541
2542     memcpy(mat, smat, 16 * sizeof(float));
2543
2544     if (flags & WINED3D_TTFF_PROJECTED)
2545     {
2546         if (!ffp_proj_control)
2547         {
2548             switch (flags & ~WINED3D_TTFF_PROJECTED)
2549             {
2550                 case WINED3D_TTFF_COUNT2:
2551                     mat[ 3] = mat[ 1];
2552                     mat[ 7] = mat[ 5];
2553                     mat[11] = mat[ 9];
2554                     mat[15] = mat[13];
2555                     mat[ 1] = mat[ 5] = mat[ 9] = mat[13] = 0.0f;
2556                     break;
2557                 case WINED3D_TTFF_COUNT3:
2558                     mat[ 3] = mat[ 2];
2559                     mat[ 7] = mat[ 6];
2560                     mat[11] = mat[10];
2561                     mat[15] = mat[14];
2562                     mat[ 2] = mat[ 6] = mat[10] = mat[14] = 0.0f;
2563                     break;
2564             }
2565         }
2566     } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2567         if(!calculatedCoords) {
2568             switch(vtx_fmt)
2569             {
2570                 case WINED3DFMT_R32_FLOAT:
2571                     /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2572                      * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2573                      * the input value to the transformation will be 0, so the matrix value is irrelevant
2574                      */
2575                     mat[12] = mat[4];
2576                     mat[13] = mat[5];
2577                     mat[14] = mat[6];
2578                     mat[15] = mat[7];
2579                     break;
2580                 case WINED3DFMT_R32G32_FLOAT:
2581                     /* See above, just 3rd and 4th coord
2582                     */
2583                     mat[12] = mat[8];
2584                     mat[13] = mat[9];
2585                     mat[14] = mat[10];
2586                     mat[15] = mat[11];
2587                     break;
2588                 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2589                 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2590
2591                 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2592                  * into a bad place. The division elimination below will apply to make sure the
2593                  * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2594                  */
2595                 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2596                     break;
2597                 default:
2598                     FIXME("Unexpected fixed function texture coord input\n");
2599             }
2600         }
2601         if (!ffp_proj_control)
2602         {
2603             switch (flags & ~WINED3D_TTFF_PROJECTED)
2604             {
2605                 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
2606                 case WINED3D_TTFF_COUNT2:
2607                     mat[2] = mat[6] = mat[10] = mat[14] = 0;
2608                 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2609                 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2610                 * the 4th coord evaluates to 1.0 to eliminate that.
2611                 *
2612                 * If the fixed function pipeline is used, the 4th value remains unused,
2613                 * so there is no danger in doing this. With vertex shaders we have a
2614                 * problem. Should an app hit that problem, the code here would have to
2615                 * check for pixel shaders, and the shader has to undo the default gl divide.
2616                 *
2617                 * A more serious problem occurs if the app passes 4 coordinates in, and the
2618                 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2619                 * or a replacement shader. */
2620                 default:
2621                     mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2622             }
2623         }
2624     }
2625
2626     glLoadMatrixf(mat);
2627     checkGLcall("glLoadMatrixf(mat)");
2628 }
2629
2630 /* This small helper function is used to convert a bitmask into the number of masked bits */
2631 unsigned int count_bits(unsigned int mask)
2632 {
2633     unsigned int count;
2634     for (count = 0; mask; ++count)
2635     {
2636         mask &= mask - 1;
2637     }
2638     return count;
2639 }
2640
2641 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2642  * The later function requires individual color components. */
2643 BOOL getColorBits(const struct wined3d_format *format,
2644         BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize)
2645 {
2646     TRACE("format %s.\n", debug_d3dformat(format->id));
2647
2648     switch (format->id)
2649     {
2650         case WINED3DFMT_B10G10R10A2_UNORM:
2651         case WINED3DFMT_R10G10B10A2_UNORM:
2652         case WINED3DFMT_B8G8R8X8_UNORM:
2653         case WINED3DFMT_B8G8R8_UNORM:
2654         case WINED3DFMT_B8G8R8A8_UNORM:
2655         case WINED3DFMT_R8G8B8A8_UNORM:
2656         case WINED3DFMT_B5G5R5X1_UNORM:
2657         case WINED3DFMT_B5G5R5A1_UNORM:
2658         case WINED3DFMT_B5G6R5_UNORM:
2659         case WINED3DFMT_B4G4R4X4_UNORM:
2660         case WINED3DFMT_B4G4R4A4_UNORM:
2661         case WINED3DFMT_B2G3R3_UNORM:
2662         case WINED3DFMT_P8_UINT_A8_UNORM:
2663         case WINED3DFMT_P8_UINT:
2664             break;
2665         default:
2666             FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
2667             return FALSE;
2668     }
2669
2670     *redSize = count_bits(format->red_mask);
2671     *greenSize = count_bits(format->green_mask);
2672     *blueSize = count_bits(format->blue_mask);
2673     *alphaSize = count_bits(format->alpha_mask);
2674     *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2675
2676     TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
2677             *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
2678     return TRUE;
2679 }
2680
2681 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2682 BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize)
2683 {
2684     TRACE("format %s.\n", debug_d3dformat(format->id));
2685
2686     switch (format->id)
2687     {
2688         case WINED3DFMT_D16_LOCKABLE:
2689         case WINED3DFMT_D16_UNORM:
2690         case WINED3DFMT_S1_UINT_D15_UNORM:
2691         case WINED3DFMT_X8D24_UNORM:
2692         case WINED3DFMT_S4X4_UINT_D24_UNORM:
2693         case WINED3DFMT_D24_UNORM_S8_UINT:
2694         case WINED3DFMT_S8_UINT_D24_FLOAT:
2695         case WINED3DFMT_D32_UNORM:
2696         case WINED3DFMT_D32_FLOAT:
2697         case WINED3DFMT_INTZ:
2698             break;
2699         default:
2700             FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
2701             return FALSE;
2702     }
2703
2704     *depthSize = format->depth_size;
2705     *stencilSize = format->stencil_size;
2706
2707     TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
2708             *depthSize, *stencilSize, debug_d3dformat(format->id));
2709     return TRUE;
2710 }
2711
2712 /* Note: It's the caller's responsibility to ensure values can be expressed
2713  * in the requested format. UNORM formats for example can only express values
2714  * in the range 0.0f -> 1.0f. */
2715 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color)
2716 {
2717     static const struct
2718     {
2719         enum wined3d_format_id format_id;
2720         float r_mul;
2721         float g_mul;
2722         float b_mul;
2723         float a_mul;
2724         BYTE r_shift;
2725         BYTE g_shift;
2726         BYTE b_shift;
2727         BYTE a_shift;
2728     }
2729     conv[] =
2730     {
2731         {WINED3DFMT_B8G8R8A8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f, 16,  8,  0, 24},
2732         {WINED3DFMT_B8G8R8X8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f, 16,  8,  0, 24},
2733         {WINED3DFMT_B8G8R8_UNORM,       255.0f,  255.0f,  255.0f,  255.0f, 16,  8,  0, 24},
2734         {WINED3DFMT_B5G6R5_UNORM,        31.0f,   63.0f,   31.0f,    0.0f, 11,  5,  0,  0},
2735         {WINED3DFMT_B5G5R5A1_UNORM,      31.0f,   31.0f,   31.0f,    1.0f, 10,  5,  0, 15},
2736         {WINED3DFMT_B5G5R5X1_UNORM,      31.0f,   31.0f,   31.0f,    1.0f, 10,  5,  0, 15},
2737         {WINED3DFMT_A8_UNORM,             0.0f,    0.0f,    0.0f,  255.0f,  0,  0,  0,  0},
2738         {WINED3DFMT_B4G4R4A4_UNORM,      15.0f,   15.0f,   15.0f,   15.0f,  8,  4,  0, 12},
2739         {WINED3DFMT_B4G4R4X4_UNORM,      15.0f,   15.0f,   15.0f,   15.0f,  8,  4,  0, 12},
2740         {WINED3DFMT_B2G3R3_UNORM,         7.0f,    7.0f,    3.0f,    0.0f,  5,  2,  0,  0},
2741         {WINED3DFMT_R8G8B8A8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f,  0,  8, 16, 24},
2742         {WINED3DFMT_R8G8B8X8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f,  0,  8, 16, 24},
2743         {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f,    3.0f, 20, 10,  0, 30},
2744         {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f,    3.0f,  0, 10, 20, 30},
2745     };
2746     const struct wined3d_format *format = surface->resource.format;
2747     unsigned int i;
2748
2749     TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
2750             color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
2751
2752     for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
2753     {
2754         DWORD ret;
2755
2756         if (format->id != conv[i].format_id) continue;
2757
2758         ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
2759         ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
2760         ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
2761         ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
2762
2763         TRACE("Returning 0x%08x.\n", ret);
2764
2765         return ret;
2766     }
2767
2768     if (format->id == WINED3DFMT_P8_UINT)
2769     {
2770         PALETTEENTRY *e;
2771         BYTE r, g, b, a;
2772
2773         if (!surface->palette)
2774         {
2775             WARN("Surface doesn't have a palette, returning 0.\n");
2776             return 0;
2777         }
2778
2779         r = (BYTE)((color->r * 255.0f) + 0.5f);
2780         g = (BYTE)((color->g * 255.0f) + 0.5f);
2781         b = (BYTE)((color->b * 255.0f) + 0.5f);
2782         a = (BYTE)((color->a * 255.0f) + 0.5f);
2783
2784         e = &surface->palette->palents[a];
2785         if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2786             return a;
2787
2788         WARN("Alpha didn't match index, searching full palette.\n");
2789
2790         for (i = 0; i < 256; ++i)
2791         {
2792             e = &surface->palette->palents[i];
2793             if (e->peRed == r && e->peGreen == g && e->peBlue == b)
2794                 return i;
2795         }
2796
2797         FIXME("Unable to convert color to palette index.\n");
2798
2799         return 0;
2800     }
2801
2802     FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
2803
2804     return 0;
2805 }
2806
2807 /* DirectDraw stuff */
2808 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
2809 {
2810     switch (depth)
2811     {
2812         case 8:  return WINED3DFMT_P8_UINT;
2813         case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2814         case 16: return WINED3DFMT_B5G6R5_UNORM;
2815         case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2816         case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2817         default: return WINED3DFMT_UNKNOWN;
2818     }
2819 }
2820
2821 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2822         const struct wined3d_matrix *src2)
2823 {
2824     struct wined3d_matrix temp;
2825
2826     /* Now do the multiplication 'by hand'.
2827        I know that all this could be optimised, but this will be done later :-) */
2828     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);
2829     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);
2830     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);
2831     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);
2832
2833     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);
2834     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);
2835     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);
2836     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);
2837
2838     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);
2839     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);
2840     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);
2841     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);
2842
2843     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);
2844     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);
2845     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);
2846     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);
2847
2848     /* And copy the new matrix in the good storage.. */
2849     memcpy(dest, &temp, 16 * sizeof(float));
2850 }
2851
2852 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2853     DWORD size = 0;
2854     int i;
2855     int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2856
2857     if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2858     if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2859     if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2860     if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2861     switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2862         case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
2863         case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2864         case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
2865         case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
2866         case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
2867         case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
2868         case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
2869         case WINED3DFVF_XYZW:   size += 4 * sizeof(float); break;
2870         default: ERR("Unexpected position mask\n");
2871     }
2872     for (i = 0; i < numTextures; i++) {
2873         size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2874     }
2875
2876     return size;
2877 }
2878
2879 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
2880         struct ffp_frag_settings *settings, BOOL ignore_textype)
2881 {
2882 #define ARG1 0x01
2883 #define ARG2 0x02
2884 #define ARG0 0x04
2885     static const unsigned char args[WINED3D_TOP_LERP + 1] =
2886     {
2887         /* undefined                        */  0,
2888         /* D3DTOP_DISABLE                   */  0,
2889         /* D3DTOP_SELECTARG1                */  ARG1,
2890         /* D3DTOP_SELECTARG2                */  ARG2,
2891         /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
2892         /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
2893         /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
2894         /* D3DTOP_ADD                       */  ARG1 | ARG2,
2895         /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
2896         /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
2897         /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
2898         /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
2899         /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
2900         /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
2901         /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
2902         /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
2903         /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
2904         /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
2905         /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
2906         /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
2907         /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
2908         /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
2909         /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
2910         /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
2911         /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
2912         /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
2913         /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
2914     };
2915     unsigned int i;
2916     DWORD ttff;
2917     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2918     const struct wined3d_surface *rt = state->fb->render_targets[0];
2919     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2920
2921     for (i = 0; i < gl_info->limits.texture_stages; ++i)
2922     {
2923         const struct wined3d_texture *texture;
2924
2925         settings->op[i].padding = 0;
2926         if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
2927         {
2928             settings->op[i].cop = WINED3D_TOP_DISABLE;
2929             settings->op[i].aop = WINED3D_TOP_DISABLE;
2930             settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2931             settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2932             settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2933             settings->op[i].dst = resultreg;
2934             settings->op[i].tex_type = tex_1d;
2935             settings->op[i].projected = proj_none;
2936             i++;
2937             break;
2938         }
2939
2940         if ((texture = state->textures[i]))
2941         {
2942             settings->op[i].color_fixup = texture->resource.format->color_fixup;
2943             if (ignore_textype)
2944             {
2945                 settings->op[i].tex_type = tex_1d;
2946             }
2947             else
2948             {
2949                 switch (texture->target)
2950                 {
2951                     case GL_TEXTURE_1D:
2952                         settings->op[i].tex_type = tex_1d;
2953                         break;
2954                     case GL_TEXTURE_2D:
2955                         settings->op[i].tex_type = tex_2d;
2956                         break;
2957                     case GL_TEXTURE_3D:
2958                         settings->op[i].tex_type = tex_3d;
2959                         break;
2960                     case GL_TEXTURE_CUBE_MAP_ARB:
2961                         settings->op[i].tex_type = tex_cube;
2962                         break;
2963                     case GL_TEXTURE_RECTANGLE_ARB:
2964                         settings->op[i].tex_type = tex_rect;
2965                         break;
2966                 }
2967             }
2968         } else {
2969             settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2970             settings->op[i].tex_type = tex_1d;
2971         }
2972
2973         cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2974         aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2975
2976         carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
2977         carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
2978         carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
2979
2980         if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
2981         {
2982             carg0 = ARG_UNUSED;
2983             carg2 = ARG_UNUSED;
2984             carg1 = WINED3DTA_CURRENT;
2985             cop = WINED3D_TOP_SELECT_ARG1;
2986         }
2987
2988         if (cop == WINED3D_TOP_DOTPRODUCT3)
2989         {
2990             /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2991              * the color result to the alpha component of the destination
2992              */
2993             aop = cop;
2994             aarg1 = carg1;
2995             aarg2 = carg2;
2996             aarg0 = carg0;
2997         }
2998         else
2999         {
3000             aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
3001             aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
3002             aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
3003         }
3004
3005         if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
3006         {
3007             GLenum texture_dimensions;
3008
3009             texture = state->textures[0];
3010             texture_dimensions = texture->target;
3011
3012             if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3013             {
3014                 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3015
3016                 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3017                 {
3018                     if (aop == WINED3D_TOP_DISABLE)
3019                     {
3020                        aarg1 = WINED3DTA_TEXTURE;
3021                        aop = WINED3D_TOP_SELECT_ARG1;
3022                     }
3023                     else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
3024                     {
3025                         if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3026                         {
3027                             aarg2 = WINED3DTA_TEXTURE;
3028                             aop = WINED3D_TOP_MODULATE;
3029                         }
3030                         else aarg1 = WINED3DTA_TEXTURE;
3031                     }
3032                     else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
3033                     {
3034                         if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3035                         {
3036                             aarg1 = WINED3DTA_TEXTURE;
3037                             aop = WINED3D_TOP_MODULATE;
3038                         }
3039                         else aarg2 = WINED3DTA_TEXTURE;
3040                     }
3041                 }
3042             }
3043         }
3044
3045         if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
3046         {
3047                aarg0 = ARG_UNUSED;
3048                aarg2 = ARG_UNUSED;
3049                aarg1 = WINED3DTA_CURRENT;
3050                aop = WINED3D_TOP_SELECT_ARG1;
3051         }
3052
3053         if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
3054                 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
3055         {
3056             ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
3057             if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
3058                 settings->op[i].projected = proj_count3;
3059             else if (ttff & WINED3D_TTFF_PROJECTED)
3060                 settings->op[i].projected = proj_count4;
3061             else
3062                 settings->op[i].projected = proj_none;
3063         }
3064         else
3065         {
3066             settings->op[i].projected = proj_none;
3067         }
3068
3069         settings->op[i].cop = cop;
3070         settings->op[i].aop = aop;
3071         settings->op[i].carg0 = carg0;
3072         settings->op[i].carg1 = carg1;
3073         settings->op[i].carg2 = carg2;
3074         settings->op[i].aarg0 = aarg0;
3075         settings->op[i].aarg1 = aarg1;
3076         settings->op[i].aarg2 = aarg2;
3077
3078         if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
3079             settings->op[i].dst = tempreg;
3080         else
3081             settings->op[i].dst = resultreg;
3082     }
3083
3084     /* Clear unsupported stages */
3085     for(; i < MAX_TEXTURES; i++) {
3086         memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
3087     }
3088
3089     if (!state->render_states[WINED3D_RS_FOGENABLE])
3090     {
3091         settings->fog = FOG_OFF;
3092     }
3093     else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
3094     {
3095         if (use_vs(state) || state->vertex_declaration->position_transformed)
3096         {
3097             settings->fog = FOG_LINEAR;
3098         }
3099         else
3100         {
3101             switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
3102             {
3103                 case WINED3D_FOG_NONE:
3104                 case WINED3D_FOG_LINEAR:
3105                     settings->fog = FOG_LINEAR;
3106                     break;
3107                 case WINED3D_FOG_EXP:
3108                     settings->fog = FOG_EXP;
3109                     break;
3110                 case WINED3D_FOG_EXP2:
3111                     settings->fog = FOG_EXP2;
3112                     break;
3113             }
3114         }
3115     }
3116     else
3117     {
3118         switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
3119         {
3120             case WINED3D_FOG_LINEAR:
3121                 settings->fog = FOG_LINEAR;
3122                 break;
3123             case WINED3D_FOG_EXP:
3124                 settings->fog = FOG_EXP;
3125                 break;
3126             case WINED3D_FOG_EXP2:
3127                 settings->fog = FOG_EXP2;
3128                 break;
3129         }
3130     }
3131     if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
3132             && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3133     {
3134         settings->sRGB_write = 1;
3135     } else {
3136         settings->sRGB_write = 0;
3137     }
3138     if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
3139             || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3140     {
3141         /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3142          * the fixed function vertex pipeline is used(which always supports clipplanes), or
3143          * if no clipplane is enabled
3144          */
3145         settings->emul_clipplanes = 0;
3146     } else {
3147         settings->emul_clipplanes = 1;
3148     }
3149 }
3150
3151 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3152         const struct ffp_frag_settings *settings)
3153 {
3154     struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3155     return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3156 }
3157
3158 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3159 {
3160     /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3161      * whereas desc points to an extended structure with implementation specific parts. */
3162     if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3163     {
3164         ERR("Failed to insert ffp frag shader.\n");
3165     }
3166 }
3167
3168 /* Activates the texture dimension according to the bound D3D texture.
3169  * Does not care for the colorop or correct gl texture unit(when using nvrc)
3170  * Requires the caller to activate the correct unit before
3171  */
3172 /* GL locking is done by the caller (state handler) */
3173 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3174 {
3175     if (texture)
3176     {
3177         switch (texture->target)
3178         {
3179             case GL_TEXTURE_2D:
3180                 glDisable(GL_TEXTURE_3D);
3181                 checkGLcall("glDisable(GL_TEXTURE_3D)");
3182                 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3183                 {
3184                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3185                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3186                 }
3187                 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3188                 {
3189                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
3190                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3191                 }
3192                 glEnable(GL_TEXTURE_2D);
3193                 checkGLcall("glEnable(GL_TEXTURE_2D)");
3194                 break;
3195             case GL_TEXTURE_RECTANGLE_ARB:
3196                 glDisable(GL_TEXTURE_2D);
3197                 checkGLcall("glDisable(GL_TEXTURE_2D)");
3198                 glDisable(GL_TEXTURE_3D);
3199                 checkGLcall("glDisable(GL_TEXTURE_3D)");
3200                 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3201                 {
3202                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3203                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3204                 }
3205                 glEnable(GL_TEXTURE_RECTANGLE_ARB);
3206                 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3207                 break;
3208             case GL_TEXTURE_3D:
3209                 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3210                 {
3211                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3212                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3213                 }
3214                 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3215                 {
3216                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
3217                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3218                 }
3219                 glDisable(GL_TEXTURE_2D);
3220                 checkGLcall("glDisable(GL_TEXTURE_2D)");
3221                 glEnable(GL_TEXTURE_3D);
3222                 checkGLcall("glEnable(GL_TEXTURE_3D)");
3223                 break;
3224             case GL_TEXTURE_CUBE_MAP_ARB:
3225                 glDisable(GL_TEXTURE_2D);
3226                 checkGLcall("glDisable(GL_TEXTURE_2D)");
3227                 glDisable(GL_TEXTURE_3D);
3228                 checkGLcall("glDisable(GL_TEXTURE_3D)");
3229                 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3230                 {
3231                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
3232                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3233                 }
3234                 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3235                 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3236               break;
3237         }
3238     } else {
3239         glEnable(GL_TEXTURE_2D);
3240         checkGLcall("glEnable(GL_TEXTURE_2D)");
3241         glDisable(GL_TEXTURE_3D);
3242         checkGLcall("glDisable(GL_TEXTURE_3D)");
3243         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3244         {
3245             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3246             checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3247         }
3248         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3249         {
3250             glDisable(GL_TEXTURE_RECTANGLE_ARB);
3251             checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3252         }
3253         /* Binding textures is done by samplers. A dummy texture will be bound */
3254     }
3255 }
3256
3257 /* GL locking is done by the caller (state handler) */
3258 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3259 {
3260     DWORD sampler = state_id - STATE_SAMPLER(0);
3261     DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
3262
3263     /* No need to enable / disable anything here for unused samplers. The
3264      * tex_colorop handler takes care. Also no action is needed with pixel
3265      * shaders, or if tex_colorop will take care of this business. */
3266     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
3267         return;
3268     if (sampler >= state->lowest_disabled_stage)
3269         return;
3270     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3271         return;
3272
3273     texture_activate_dimensions(state->textures[sampler], context->gl_info);
3274 }
3275
3276 void *wined3d_rb_alloc(size_t size)
3277 {
3278     return HeapAlloc(GetProcessHeap(), 0, size);
3279 }
3280
3281 void *wined3d_rb_realloc(void *ptr, size_t size)
3282 {
3283     return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3284 }
3285
3286 void wined3d_rb_free(void *ptr)
3287 {
3288     HeapFree(GetProcessHeap(), 0, ptr);
3289 }
3290
3291 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3292 {
3293     const struct ffp_frag_settings *ka = key;
3294     const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3295
3296     return memcmp(ka, kb, sizeof(*ka));
3297 }
3298
3299 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3300 {
3301     wined3d_rb_alloc,
3302     wined3d_rb_realloc,
3303     wined3d_rb_free,
3304     ffp_frag_program_key_compare,
3305 };
3306
3307 UINT wined3d_log2i(UINT32 x)
3308 {
3309     static const UINT l[] =
3310     {
3311         ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
3312           4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3313           5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3314           5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3315           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3316           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3317           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3318           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3319           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3320           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3321           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3322           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3323           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3324           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3325           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3326           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3327     };
3328     UINT32 i;
3329
3330     return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
3331 }
3332
3333 /* Set the shader type for this device, depending on the given capabilities
3334  * and the user preferences in wined3d_settings. */
3335 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
3336 {
3337     BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
3338
3339     if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
3340     else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl)
3341     {
3342         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3343          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
3344          * shaders only on this card. */
3345         if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
3346         else *vs_selected = SHADER_GLSL;
3347     }
3348     else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
3349     else *vs_selected = SHADER_NONE;
3350
3351     if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
3352     else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL;
3353     else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
3354     else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
3355     else *ps_selected = SHADER_NONE;
3356 }
3357
3358 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3359         const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
3360         const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
3361 {
3362     static const struct blit_shader * const blitters[] =
3363     {
3364         &arbfp_blit,
3365         &ffp_blit,
3366         &cpu_blit,
3367     };
3368     unsigned int i;
3369
3370     for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3371     {
3372         if (blitters[i]->blit_supported(gl_info, blit_op,
3373                 src_rect, src_usage, src_pool, src_format,
3374                 dst_rect, dst_usage, dst_pool, dst_format))
3375             return blitters[i];
3376     }
3377
3378     return NULL;
3379 }
3380
3381 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
3382 {
3383     const struct wined3d_viewport *vp = &state->viewport;
3384
3385     SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
3386
3387     if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
3388         IntersectRect(rect, rect, &state->scissor_rect);
3389 }