2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /*****************************************************************************
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
47 {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
48 {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
49 {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
50 {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
51 {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
52 {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
53 {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
54 {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
55 {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
57 {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
58 {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
59 {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
63 {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
64 {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
65 {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
66 /* Palettized formats */
67 {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
68 {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
71 {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
72 {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
73 {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
74 {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
75 {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
76 {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
77 {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
78 {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
79 {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
80 {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
81 {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
82 {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
83 {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
84 {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
85 {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
86 {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
88 {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
89 {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
90 {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
93 {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
94 {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
95 {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
96 {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
97 {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
98 {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
101 {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
102 {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
103 {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
104 {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
105 {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
106 {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
107 {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
108 {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
109 {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
112 {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
113 {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
114 {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
115 /* Vendor-specific formats */
116 {WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
117 {WINED3DFMT_NVHU ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
118 {WINED3DFMT_NVHS ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
123 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
125 } GlPixelFormatDescTemplate;
127 /*****************************************************************************
128 * OpenGL format template. Contains unexciting formats which do not need
129 * extension checks. The order in this table is independent of the order in
130 * the table StaticPixelFormatDesc above. Not all formats have to be in this
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134 /*{ internal ,srgbInternal , rtInternal, format ,type \
136 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
139 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
140 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
141 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
142 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
145 {WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_YV12 ,GL_ALPHA ,GL_ALPHA , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
150 ,WINED3DFMT_FLAG_FILTERING },
151 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
152 ,WINED3DFMT_FLAG_FILTERING },
153 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
154 ,WINED3DFMT_FLAG_FILTERING },
155 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
156 ,WINED3DFMT_FLAG_FILTERING },
157 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
158 ,WINED3DFMT_FLAG_FILTERING },
159 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
160 ,WINED3DFMT_FLAG_FILTERING },
161 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
163 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
165 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
168 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
169 ,WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_G32R32F ,GL_RG32F ,GL_RG32F , 0, GL_RG ,GL_FLOAT
171 ,WINED3DFMT_FLAG_RENDERTARGET },
172 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
173 ,WINED3DFMT_FLAG_RENDERTARGET },
175 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
178 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
179 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180 {WINED3DFMT_G16R16F ,GL_RG16F ,GL_RG16F , 0, GL_RG ,GL_HALF_FLOAT_ARB
181 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182 {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
183 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
184 /* Palettized formats */
185 {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
187 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
189 /* Standard ARGB formats */
190 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
196 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
197 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
198 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
199 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
202 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
204 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
205 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
206 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
207 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
208 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
210 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212 {WINED3DFMT_A2B10G10R10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
213 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
215 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
217 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
218 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
219 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
220 {WINED3DFMT_A2R10G10B10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
221 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
222 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
223 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
225 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
226 ,WINED3DFMT_FLAG_FILTERING },
227 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
228 ,WINED3DFMT_FLAG_FILTERING },
229 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
231 /* Bump mapping stuff */
232 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
233 ,WINED3DFMT_FLAG_FILTERING },
234 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
235 ,WINED3DFMT_FLAG_FILTERING },
236 {WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
237 ,WINED3DFMT_FLAG_FILTERING },
238 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
239 ,WINED3DFMT_FLAG_FILTERING },
240 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
241 ,WINED3DFMT_FLAG_FILTERING },
242 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
244 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
246 /* Depth stencil formats */
247 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
248 ,WINED3DFMT_FLAG_DEPTH },
249 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
250 ,WINED3DFMT_FLAG_DEPTH },
251 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
252 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
253 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
254 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
256 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
258 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
259 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
260 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
261 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
262 ,WINED3DFMT_FLAG_FILTERING },
263 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
264 ,WINED3DFMT_FLAG_DEPTH },
265 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
266 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
267 /* Is this a vertex buffer? */
268 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
270 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
272 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
274 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
276 /* Vendor-specific formats */
277 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
279 {WINED3DFMT_NVHU ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
281 {WINED3DFMT_NVHS ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
285 static inline int getFmtIdx(WINED3DFORMAT fmt) {
286 /* First check if the format is at the position of its value.
287 * This will catch the argb formats before the loop is entered
289 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
293 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
294 if(formats[i].format == fmt) {
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
308 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
309 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
310 if(!gl_info->gl_formats) return FALSE;
312 /* If a format depends on some extensions, remove them from the table above and initialize them
315 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
316 dst = getFmtIdx(gl_formats_template[src].fmt);
317 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
318 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
319 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
320 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
321 gl_info->gl_formats[dst].color_fixup = COLOR_FIXUP_IDENTITY;
322 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
323 gl_info->gl_formats[dst].heightscale = 1.0;
325 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
326 gl_formats_template[src].rtInternal != 0) {
330 /* Check if the default internal format is supported as a frame buffer target, otherwise
331 * fall back to the render target internal.
333 * Try to stick to the standard format if possible, this limits precision differences
336 glGenTextures(1, &tex);
337 glBindTexture(GL_TEXTURE_2D, tex);
338 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
339 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
341 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
342 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
343 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
344 GL_TEXTURE_2D, tex, 0));
346 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
347 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
348 glDeleteTextures(1, &tex);
350 checkGLcall("Framebuffer format check");
352 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
353 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
354 debug_d3dformat(gl_formats_template[src].fmt));
355 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
357 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
358 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
362 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
366 dst = getFmtIdx(WINED3DFMT_R16F);
367 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
368 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
369 /* When ARB_texture_rg is supported we only require 16-bit for R16F instead of 64-bit RGBA16F */
370 if(GL_SUPPORT(ARB_TEXTURE_RG))
372 gl_info->gl_formats[dst].glInternal = GL_R16F;
373 gl_info->gl_formats[dst].glGammaInternal = GL_R16F;
376 dst = getFmtIdx(WINED3DFMT_R32F);
377 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
378 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
379 /* When ARB_texture_rg is supported we only require 32-bit for R32F instead of 128-bit RGBA32F */
380 if(GL_SUPPORT(ARB_TEXTURE_RG))
382 gl_info->gl_formats[dst].glInternal = GL_R32F;
383 gl_info->gl_formats[dst].glGammaInternal = GL_R32F;
386 dst = getFmtIdx(WINED3DFMT_G16R16);
387 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
388 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
390 dst = getFmtIdx(WINED3DFMT_G16R16F);
391 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
392 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
394 dst = getFmtIdx(WINED3DFMT_G32R32F);
395 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
396 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
398 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
399 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
400 * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
401 * the only driver that implements it(fglrx) has a buggy implementation.
403 * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
404 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
405 * conversion for this format.
407 if (!GL_SUPPORT(NV_TEXTURE_SHADER))
409 dst = getFmtIdx(WINED3DFMT_V8U8);
410 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
411 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
412 dst = getFmtIdx(WINED3DFMT_V16U16);
413 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
414 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
418 dst = getFmtIdx(WINED3DFMT_V8U8);
419 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
420 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
421 dst = getFmtIdx(WINED3DFMT_V16U16);
422 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
423 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
426 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
427 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
430 dst = getFmtIdx(WINED3DFMT_L6V5U5);
431 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
432 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
433 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
434 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
435 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
436 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
437 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
438 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
440 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
441 * are converted at surface loading time, but they do not need any modification in
442 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
443 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
447 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
448 dst = getFmtIdx(WINED3DFMT_ATI2N);
449 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
450 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
451 gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
452 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
453 } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
454 dst = getFmtIdx(WINED3DFMT_ATI2N);
455 gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
456 gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
457 gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc(
458 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
461 if(!GL_SUPPORT(APPLE_YCBCR_422)) {
462 dst = getFmtIdx(WINED3DFMT_YUY2);
463 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
464 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
465 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
466 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
467 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
469 dst = getFmtIdx(WINED3DFMT_UYVY);
470 gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
471 gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
472 gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
473 gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
474 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
477 dst = getFmtIdx(WINED3DFMT_YV12);
478 gl_info->gl_formats[dst].heightscale = 1.5;
479 gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
484 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
485 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] =
487 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT, 1, GL_FALSE, sizeof(float)},
488 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(float)},
489 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT, 3, GL_FALSE, sizeof(float)},
490 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(float)},
491 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
492 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE, 4, GL_FALSE, sizeof(BYTE)},
493 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT, 2, GL_FALSE, sizeof(short int)},
494 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT, 4, GL_FALSE, sizeof(short int)},
495 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE, 4, GL_TRUE, sizeof(BYTE)},
496 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT, 2, GL_TRUE, sizeof(short int)},
497 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT, 4, GL_TRUE, sizeof(short int)},
498 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT, 2, GL_TRUE, sizeof(short int)},
499 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT, 4, GL_TRUE, sizeof(short int)},
500 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
501 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT, 3, GL_TRUE, sizeof(short int)},
502 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT, 2, GL_FALSE, sizeof(GLhalfNV)},
503 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT, 4, GL_FALSE, sizeof(GLhalfNV)}
506 void init_type_lookup(WineD3D_GL_Info *gl_info) {
507 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
509 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
511 gl_info->glTypeLookup[WINED3DDECLTYPE_D3DCOLOR].format = GL_BGRA;
514 if (GL_SUPPORT(NV_HALF_FLOAT))
516 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
517 * It is the job of the vertex buffer code to make sure that the vbos have the right format
519 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_HALF_FLOAT_NV;
520 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_HALF_FLOAT_NV;
524 #undef GLINFO_LOCATION
526 #define GLINFO_LOCATION This->adapter->gl_info
528 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
529 const struct GlPixelFormatDesc **glDesc)
531 int idx = getFmtIdx(fmt);
534 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
535 /* Get the caller a valid pointer */
536 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
539 if(!gl_info->gl_formats) {
540 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
541 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
542 * static variables to be initialized to 0.
544 static const struct GlPixelFormatDesc dummyFmt;
547 *glDesc = &gl_info->gl_formats[idx];
550 return &formats[idx];
553 /*****************************************************************************
554 * Trace formatting of useful values
556 const char* debug_d3dformat(WINED3DFORMAT fmt) {
558 #define FMT_TO_STR(fmt) case fmt: return #fmt
559 FMT_TO_STR(WINED3DFMT_UNKNOWN);
560 FMT_TO_STR(WINED3DFMT_R8G8B8);
561 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
562 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
563 FMT_TO_STR(WINED3DFMT_R5G6B5);
564 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
565 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
566 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
567 FMT_TO_STR(WINED3DFMT_R3G3B2);
568 FMT_TO_STR(WINED3DFMT_A8);
569 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
570 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
571 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
572 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
573 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
574 FMT_TO_STR(WINED3DFMT_G16R16);
575 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
576 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
577 FMT_TO_STR(WINED3DFMT_A8P8);
578 FMT_TO_STR(WINED3DFMT_P8);
579 FMT_TO_STR(WINED3DFMT_L8);
580 FMT_TO_STR(WINED3DFMT_A8L8);
581 FMT_TO_STR(WINED3DFMT_A4L4);
582 FMT_TO_STR(WINED3DFMT_V8U8);
583 FMT_TO_STR(WINED3DFMT_L6V5U5);
584 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
585 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
586 FMT_TO_STR(WINED3DFMT_V16U16);
587 FMT_TO_STR(WINED3DFMT_W11V11U10);
588 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
589 FMT_TO_STR(WINED3DFMT_UYVY);
590 FMT_TO_STR(WINED3DFMT_YUY2);
591 FMT_TO_STR(WINED3DFMT_YV12);
592 FMT_TO_STR(WINED3DFMT_DXT1);
593 FMT_TO_STR(WINED3DFMT_DXT2);
594 FMT_TO_STR(WINED3DFMT_DXT3);
595 FMT_TO_STR(WINED3DFMT_DXT4);
596 FMT_TO_STR(WINED3DFMT_DXT5);
597 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
598 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
599 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
600 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
601 FMT_TO_STR(WINED3DFMT_D32);
602 FMT_TO_STR(WINED3DFMT_D15S1);
603 FMT_TO_STR(WINED3DFMT_D24S8);
604 FMT_TO_STR(WINED3DFMT_D24X8);
605 FMT_TO_STR(WINED3DFMT_D24X4S4);
606 FMT_TO_STR(WINED3DFMT_D16);
607 FMT_TO_STR(WINED3DFMT_L16);
608 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
609 FMT_TO_STR(WINED3DFMT_D24FS8);
610 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
611 FMT_TO_STR(WINED3DFMT_INDEX16);
612 FMT_TO_STR(WINED3DFMT_INDEX32);
613 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
614 FMT_TO_STR(WINED3DFMT_R16F);
615 FMT_TO_STR(WINED3DFMT_G16R16F);
616 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
617 FMT_TO_STR(WINED3DFMT_R32F);
618 FMT_TO_STR(WINED3DFMT_G32R32F);
619 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
620 FMT_TO_STR(WINED3DFMT_CxV8U8);
621 FMT_TO_STR(WINED3DFMT_ATI2N);
622 FMT_TO_STR(WINED3DFMT_NVHU);
623 FMT_TO_STR(WINED3DFMT_NVHS);
628 fourcc[0] = (char)(fmt);
629 fourcc[1] = (char)(fmt >> 8);
630 fourcc[2] = (char)(fmt >> 16);
631 fourcc[3] = (char)(fmt >> 24);
633 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
634 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
636 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
638 return "unrecognized";
642 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
644 #define DEVTYPE_TO_STR(dev) case dev: return #dev
645 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
646 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
647 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
648 #undef DEVTYPE_TO_STR
650 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
651 return "unrecognized";
655 const char* debug_d3dusage(DWORD usage) {
656 switch (usage & WINED3DUSAGE_MASK) {
657 #define WINED3DUSAGE_TO_STR(u) case u: return #u
658 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
659 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
660 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
661 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
662 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
663 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
664 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
665 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
666 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
667 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
668 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
669 #undef WINED3DUSAGE_TO_STR
670 case 0: return "none";
672 FIXME("Unrecognized %u Usage!\n", usage);
673 return "unrecognized";
677 const char* debug_d3dusagequery(DWORD usagequery) {
678 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
679 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
680 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
681 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
682 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
683 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
684 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
685 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
686 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
687 #undef WINED3DUSAGEQUERY_TO_STR
688 case 0: return "none";
690 FIXME("Unrecognized %u Usage Query!\n", usagequery);
691 return "unrecognized";
695 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
697 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
698 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
699 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
700 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
701 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
702 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
703 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
704 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
705 #undef WINED3DDECLMETHOD_TO_STR
707 FIXME("Unrecognized %u declaration method!\n", method);
708 return "unrecognized";
712 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
714 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
715 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
716 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
717 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
718 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
719 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
720 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
721 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
722 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
723 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
724 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
725 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
726 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
727 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
728 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
729 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
730 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
731 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
732 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
733 #undef WINED3DDECLTYPE_TO_STR
735 FIXME("Unrecognized %u declaration type!\n", type);
736 return "unrecognized";
740 const char* debug_d3ddeclusage(BYTE usage) {
742 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
743 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
744 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
745 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
746 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
747 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
748 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
749 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
750 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
751 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
752 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
753 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
754 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
755 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
756 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
757 #undef WINED3DDECLUSAGE_TO_STR
759 FIXME("Unrecognized %u declaration usage!\n", usage);
760 return "unrecognized";
764 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
766 #define RES_TO_STR(res) case res: return #res
767 RES_TO_STR(WINED3DRTYPE_SURFACE);
768 RES_TO_STR(WINED3DRTYPE_VOLUME);
769 RES_TO_STR(WINED3DRTYPE_TEXTURE);
770 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
771 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
772 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
773 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
776 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
777 return "unrecognized";
781 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
782 switch (PrimitiveType) {
783 #define PRIM_TO_STR(prim) case prim: return #prim
784 PRIM_TO_STR(WINED3DPT_POINTLIST);
785 PRIM_TO_STR(WINED3DPT_LINELIST);
786 PRIM_TO_STR(WINED3DPT_LINESTRIP);
787 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
788 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
789 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
792 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
793 return "unrecognized";
797 const char* debug_d3drenderstate(DWORD state) {
799 #define D3DSTATE_TO_STR(u) case u: return #u
800 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
801 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
802 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
803 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
804 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
805 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
806 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
807 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
808 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
809 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
810 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
811 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
812 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
813 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
814 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
815 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
816 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
817 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
818 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
819 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
820 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
821 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
822 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
823 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
824 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
825 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
826 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
827 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
828 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
829 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
830 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
831 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
832 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
833 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
834 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
835 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
836 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
837 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
838 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
839 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
840 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
841 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
842 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
843 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
844 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
845 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
846 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
847 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
848 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
849 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
850 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
851 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
852 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
853 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
854 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
855 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
856 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
857 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
858 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
859 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
860 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
861 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
862 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
863 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
864 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
865 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
866 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
867 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
868 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
869 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
870 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
871 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
872 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
873 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
874 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
875 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
876 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
877 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
878 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
879 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
880 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
881 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
882 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
883 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
884 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
885 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
886 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
887 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
888 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
889 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
890 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
891 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
892 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
893 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
894 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
895 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
896 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
897 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
898 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
899 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
900 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
901 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
902 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
903 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
904 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
905 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
906 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
907 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
908 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
909 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
910 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
911 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
912 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
913 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
914 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
915 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
916 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
917 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
918 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
919 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
920 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
921 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
922 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
923 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
924 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
925 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
926 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
927 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
928 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
929 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
930 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
931 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
932 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
933 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
934 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
935 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
936 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
937 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
938 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
939 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
940 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
941 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
942 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
943 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
944 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
945 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
946 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
947 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
948 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
949 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
950 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
951 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
952 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
953 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
954 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
955 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
956 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
957 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
958 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
959 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
960 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
961 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
962 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
963 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
964 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
965 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
966 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
967 #undef D3DSTATE_TO_STR
969 FIXME("Unrecognized %u render state!\n", state);
970 return "unrecognized";
974 const char* debug_d3dsamplerstate(DWORD state) {
976 #define D3DSTATE_TO_STR(u) case u: return #u
977 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
978 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
979 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
980 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
981 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
982 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
983 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
984 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
985 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
986 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
987 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
988 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
989 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
990 #undef D3DSTATE_TO_STR
992 FIXME("Unrecognized %u sampler state!\n", state);
993 return "unrecognized";
997 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
998 switch (filter_type) {
999 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
1000 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
1001 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
1002 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
1003 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
1004 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
1005 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
1006 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
1007 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
1008 #undef D3DTEXTUREFILTERTYPE_TO_STR
1010 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
1011 return "unrecognized";
1015 const char* debug_d3dtexturestate(DWORD state) {
1017 #define D3DSTATE_TO_STR(u) case u: return #u
1018 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
1019 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
1020 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
1021 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
1022 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
1023 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
1024 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
1025 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
1026 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
1027 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
1028 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
1029 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
1030 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
1031 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
1032 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
1033 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
1034 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
1035 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
1036 #undef D3DSTATE_TO_STR
1038 FIXME("Unrecognized %u texture state!\n", state);
1039 return "unrecognized";
1043 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
1045 #define D3DTOP_TO_STR(u) case u: return #u
1046 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
1047 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
1048 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
1049 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
1050 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
1051 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
1052 D3DTOP_TO_STR(WINED3DTOP_ADD);
1053 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
1054 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
1055 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1056 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1057 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1058 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1059 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1060 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1061 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1062 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1063 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1064 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1065 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1066 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1067 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1068 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1069 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1070 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1071 D3DTOP_TO_STR(WINED3DTOP_LERP);
1072 #undef D3DTOP_TO_STR
1074 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1075 return "unrecognized";
1079 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1081 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1082 TSTYPE_TO_STR(WINED3DTS_VIEW);
1083 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1084 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1085 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1086 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1087 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1088 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1089 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1090 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1091 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1092 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1093 #undef TSTYPE_TO_STR
1095 if (tstype > 256 && tstype < 512) {
1096 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1097 return ("WINED3DTS_WORLDMATRIX > 0");
1099 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1100 return "unrecognized";
1104 const char* debug_d3dpool(WINED3DPOOL Pool) {
1106 #define POOL_TO_STR(p) case p: return #p
1107 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1108 POOL_TO_STR(WINED3DPOOL_MANAGED);
1109 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1110 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1113 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1114 return "unrecognized";
1118 const char *debug_fbostatus(GLenum status) {
1120 #define FBOSTATUS_TO_STR(u) case u: return #u
1121 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1122 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1123 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1124 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1125 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1126 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1127 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1128 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
1129 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1130 #undef FBOSTATUS_TO_STR
1132 FIXME("Unrecognied FBO status 0x%08x\n", status);
1133 return "unrecognized";
1137 const char *debug_glerror(GLenum error) {
1139 #define GLERROR_TO_STR(u) case u: return #u
1140 GLERROR_TO_STR(GL_NO_ERROR);
1141 GLERROR_TO_STR(GL_INVALID_ENUM);
1142 GLERROR_TO_STR(GL_INVALID_VALUE);
1143 GLERROR_TO_STR(GL_INVALID_OPERATION);
1144 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1145 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1146 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1147 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1148 #undef GLERROR_TO_STR
1150 FIXME("Unrecognied GL error 0x%08x\n", error);
1151 return "unrecognized";
1155 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1157 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1158 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1159 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1160 default: return "unrecognized";
1164 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1166 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1167 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1168 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1169 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1170 default: return "unrecognized";
1174 const char *debug_fixup_channel_source(enum fixup_channel_source source)
1178 #define WINED3D_TO_STR(x) case x: return #x
1179 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
1180 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
1181 WINED3D_TO_STR(CHANNEL_SOURCE_X);
1182 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
1183 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
1184 WINED3D_TO_STR(CHANNEL_SOURCE_W);
1185 WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
1186 WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
1187 #undef WINED3D_TO_STR
1189 FIXME("Unrecognized fixup_channel_source %#x\n", source);
1190 return "unrecognized";
1194 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
1198 #define WINED3D_TO_STR(x) case x: return #x
1199 WINED3D_TO_STR(YUV_FIXUP_YUY2);
1200 WINED3D_TO_STR(YUV_FIXUP_UYVY);
1201 WINED3D_TO_STR(YUV_FIXUP_YV12);
1202 #undef WINED3D_TO_STR
1204 FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
1205 return "unrecognized";
1209 void dump_color_fixup_desc(struct color_fixup_desc fixup)
1211 if (is_yuv_fixup(fixup))
1213 TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
1217 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
1218 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
1219 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
1220 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
1223 /*****************************************************************************
1224 * Useful functions mapping GL <-> D3D values
1226 GLenum StencilOp(DWORD op) {
1228 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1229 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1230 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1231 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1232 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1233 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1234 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1235 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1237 FIXME("Unrecognized stencil op %d\n", op);
1242 GLenum CompareFunc(DWORD func) {
1243 switch ((WINED3DCMPFUNC)func) {
1244 case WINED3DCMP_NEVER : return GL_NEVER;
1245 case WINED3DCMP_LESS : return GL_LESS;
1246 case WINED3DCMP_EQUAL : return GL_EQUAL;
1247 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1248 case WINED3DCMP_GREATER : return GL_GREATER;
1249 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1250 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1251 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1253 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1258 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1259 if (op == WINED3DTOP_DISABLE) return FALSE;
1260 if (This->stateBlock->textures[stage]) return FALSE;
1262 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1263 && op != WINED3DTOP_SELECTARG2) return TRUE;
1264 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1265 && op != WINED3DTOP_SELECTARG1) return TRUE;
1266 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1267 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1272 /* Setup this textures matrix according to the texture flags*/
1273 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
1274 BOOL ffp_proj_control)
1278 glMatrixMode(GL_TEXTURE);
1279 checkGLcall("glMatrixMode(GL_TEXTURE)");
1281 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1283 checkGLcall("glLoadIdentity()");
1287 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1288 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1292 memcpy(mat, smat, 16 * sizeof(float));
1294 if (flags & WINED3DTTFF_PROJECTED) {
1295 if(!ffp_proj_control) {
1296 switch (flags & ~WINED3DTTFF_PROJECTED) {
1297 case WINED3DTTFF_COUNT2:
1298 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1299 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1301 case WINED3DTTFF_COUNT3:
1302 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1303 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1307 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1308 if(!calculatedCoords) {
1310 case WINED3DDECLTYPE_FLOAT1:
1311 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1312 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1313 * the input value to the transformation will be 0, so the matrix value is irrelevant
1320 case WINED3DDECLTYPE_FLOAT2:
1321 /* See above, just 3rd and 4th coord
1328 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1329 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1331 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1332 * into a bad place. The division elimination below will apply to make sure the
1333 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1335 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1338 FIXME("Unexpected fixed function texture coord input\n");
1341 if(!ffp_proj_control) {
1342 switch (flags & ~WINED3DTTFF_PROJECTED) {
1343 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1344 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1345 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1346 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1347 * the 4th coord evaluates to 1.0 to eliminate that.
1349 * If the fixed function pipeline is used, the 4th value remains unused,
1350 * so there is no danger in doing this. With vertex shaders we have a
1351 * problem. Should an app hit that problem, the code here would have to
1352 * check for pixel shaders, and the shader has to undo the default gl divide.
1354 * A more serious problem occurs if the app passes 4 coordinates in, and the
1355 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1356 * or a replacement shader
1358 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1364 checkGLcall("glLoadMatrixf(mat)");
1366 #undef GLINFO_LOCATION
1368 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1370 /* This small helper function is used to convert a bitmask into the number of masked bits */
1371 unsigned int count_bits(unsigned int mask)
1374 for (count = 0; mask; ++count)
1381 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1382 * The later function requires individual color components. */
1383 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1385 const StaticPixelFormatDesc *desc;
1387 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1390 case WINED3DFMT_X8R8G8B8:
1391 case WINED3DFMT_R8G8B8:
1392 case WINED3DFMT_A8R8G8B8:
1393 case WINED3DFMT_A2R10G10B10:
1394 case WINED3DFMT_X1R5G5B5:
1395 case WINED3DFMT_A1R5G5B5:
1396 case WINED3DFMT_R5G6B5:
1397 case WINED3DFMT_X4R4G4B4:
1398 case WINED3DFMT_A4R4G4B4:
1399 case WINED3DFMT_R3G3B2:
1400 case WINED3DFMT_A8P8:
1404 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1408 desc = getFormatDescEntry(fmt, NULL, NULL);
1411 ERR("Unable to look up format: 0x%x\n", fmt);
1414 *redSize = count_bits(desc->redMask);
1415 *greenSize = count_bits(desc->greenMask);
1416 *blueSize = count_bits(desc->blueMask);
1417 *alphaSize = count_bits(desc->alphaMask);
1418 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1420 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1424 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1425 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1427 const StaticPixelFormatDesc *desc;
1429 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1432 case WINED3DFMT_D16_LOCKABLE:
1433 case WINED3DFMT_D16:
1434 case WINED3DFMT_D15S1:
1435 case WINED3DFMT_D24X8:
1436 case WINED3DFMT_D24X4S4:
1437 case WINED3DFMT_D24S8:
1438 case WINED3DFMT_D24FS8:
1439 case WINED3DFMT_D32:
1440 case WINED3DFMT_D32F_LOCKABLE:
1443 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1447 desc = getFormatDescEntry(fmt, NULL, NULL);
1450 ERR("Unable to look up format: 0x%x\n", fmt);
1453 *depthSize = desc->depthSize;
1454 *stencilSize = desc->stencilSize;
1456 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1460 #undef GLINFO_LOCATION
1462 /* DirectDraw stuff */
1463 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1465 case 8: return WINED3DFMT_P8;
1466 case 15: return WINED3DFMT_X1R5G5B5;
1467 case 16: return WINED3DFMT_R5G6B5;
1468 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1469 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1470 default: return WINED3DFMT_UNKNOWN;
1474 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1477 /* Now do the multiplication 'by hand'.
1478 I know that all this could be optimised, but this will be done later :-) */
1479 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);
1480 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);
1481 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);
1482 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);
1484 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);
1485 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);
1486 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);
1487 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);
1489 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);
1490 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);
1491 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);
1492 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);
1494 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);
1495 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);
1496 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);
1497 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);
1499 /* And copy the new matrix in the good storage.. */
1500 memcpy(dest, &temp, 16 * sizeof(float));
1503 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1506 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1508 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1509 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1510 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1511 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1512 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1513 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1514 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1515 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1516 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1517 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1518 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1519 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1520 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
1521 default: ERR("Unexpected position mask\n");
1523 for (i = 0; i < numTextures; i++) {
1524 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1530 /***********************************************************************
1533 * Calculates the dimensions of the opengl texture used for blits.
1534 * Handled oversized opengl textures and updates the source rectangle
1538 * This: Surface to operate on
1539 * Rect: Requested rectangle
1542 * TRUE if the texture part can be loaded,
1545 *********************************************************************/
1546 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1548 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1549 int x1 = Rect->left, x2 = Rect->right;
1550 int y1 = Rect->top, y2 = Rect->bottom;
1551 GLint maxSize = GL_LIMITS(texture_size);
1553 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1554 Rect->left, Rect->top, Rect->right, Rect->bottom);
1556 /* The sizes might be reversed */
1557 if(Rect->left > Rect->right) {
1561 if(Rect->top > Rect->bottom) {
1566 /* No oversized texture? This is easy */
1567 if(!(This->Flags & SFLAG_OVERSIZE)) {
1568 /* Which rect from the texture do I need? */
1569 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1570 glTexCoord[0] = (float) Rect->left;
1571 glTexCoord[2] = (float) Rect->top;
1572 glTexCoord[1] = (float) Rect->right;
1573 glTexCoord[3] = (float) Rect->bottom;
1575 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1576 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1577 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1578 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1583 /* Check if we can succeed at all */
1584 if( (x2 - x1) > maxSize ||
1585 (y2 - y1) > maxSize ) {
1586 TRACE("Requested rectangle is too large for gl\n");
1590 /* A part of the texture has to be picked. First, check if
1591 * some texture part is loaded already, if yes try to re-use it.
1592 * If the texture is dirty, or the part can't be used,
1593 * re-position the part to load
1595 if(This->Flags & SFLAG_INTEXTURE) {
1596 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1597 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1598 /* Ok, the rectangle is ok, re-use it */
1599 TRACE("Using existing gl Texture\n");
1601 /* Rectangle is not ok, dirtify the texture to reload it */
1602 TRACE("Dirtifying texture to force reload\n");
1603 This->Flags &= ~SFLAG_INTEXTURE;
1607 /* Now if we are dirty(no else if!) */
1608 if(!(This->Flags & SFLAG_INTEXTURE)) {
1609 /* Set the new rectangle. Use the following strategy:
1610 * 1) Use as big textures as possible.
1611 * 2) Place the texture part in the way that the requested
1612 * part is in the middle of the texture(well, almost)
1613 * 3) If the texture is moved over the edges of the
1614 * surface, replace it nicely
1615 * 4) If the coord is not limiting the texture size,
1616 * use the whole size
1618 if((This->pow2Width) > maxSize) {
1619 This->glRect.left = x1 - maxSize / 2;
1620 if(This->glRect.left < 0) {
1621 This->glRect.left = 0;
1623 This->glRect.right = This->glRect.left + maxSize;
1624 if(This->glRect.right > This->currentDesc.Width) {
1625 This->glRect.right = This->currentDesc.Width;
1626 This->glRect.left = This->glRect.right - maxSize;
1629 This->glRect.left = 0;
1630 This->glRect.right = This->pow2Width;
1633 if(This->pow2Height > maxSize) {
1634 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1635 if(This->glRect.top < 0) This->glRect.top = 0;
1636 This->glRect.bottom = This->glRect.left + maxSize;
1637 if(This->glRect.bottom > This->currentDesc.Height) {
1638 This->glRect.bottom = This->currentDesc.Height;
1639 This->glRect.top = This->glRect.bottom - maxSize;
1642 This->glRect.top = 0;
1643 This->glRect.bottom = This->pow2Height;
1645 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1646 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1649 /* Re-calculate the rect to draw */
1650 Rect->left -= This->glRect.left;
1651 Rect->right -= This->glRect.left;
1652 Rect->top -= This->glRect.top;
1653 Rect->bottom -= This->glRect.top;
1655 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1656 * or the pow2Width / pow2Height of the surface.
1658 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1659 * as regular GL_TEXTURE_2D.
1661 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1662 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1663 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1664 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1668 #undef GLINFO_LOCATION
1670 /* Hash table functions */
1672 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1674 struct hash_table_t *table;
1675 unsigned int initial_size = 8;
1677 table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1680 ERR("Failed to allocate table, returning NULL.\n");
1684 table->hash_function = hash_function;
1685 table->compare_function = compare_function;
1687 table->grow_size = initial_size - (initial_size >> 2);
1688 table->shrink_size = 0;
1690 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1691 if (!table->buckets)
1693 ERR("Failed to allocate table buckets, returning NULL.\n");
1694 HeapFree(GetProcessHeap(), 0, table);
1697 table->bucket_count = initial_size;
1699 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1700 if (!table->entries)
1702 ERR("Failed to allocate table entries, returning NULL.\n");
1703 HeapFree(GetProcessHeap(), 0, table->buckets);
1704 HeapFree(GetProcessHeap(), 0, table);
1707 table->entry_count = 0;
1709 list_init(&table->free_entries);
1715 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1719 for (i = 0; i < table->entry_count; ++i)
1722 free_value(table->entries[i].value, cb);
1724 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1727 HeapFree(GetProcessHeap(), 0, table->entries);
1728 HeapFree(GetProcessHeap(), 0, table->buckets);
1729 HeapFree(GetProcessHeap(), 0, table);
1732 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context)
1736 for (i = 0; i < table->entry_count; ++i)
1738 callback(table->entries[i].value, context);
1742 static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
1745 struct hash_table_entry_t *entry;
1747 if (table->buckets[idx].next)
1748 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1749 if (table->compare_function(entry->key, key)) return entry;
1754 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1756 unsigned int new_entry_count = 0;
1757 struct hash_table_entry_t *new_entries;
1758 struct list *new_buckets;
1759 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1762 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1765 ERR("Failed to allocate new buckets, returning FALSE.\n");
1769 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1772 ERR("Failed to allocate new entries, returning FALSE.\n");
1773 HeapFree(GetProcessHeap(), 0, new_buckets);
1777 for (i = 0; i < table->bucket_count; ++i)
1779 if (table->buckets[i].next)
1781 struct hash_table_entry_t *entry, *entry2;
1783 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1786 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1787 *new_entry = *entry;
1789 j = new_entry->hash & (new_bucket_count - 1);
1791 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1792 list_add_head(&new_buckets[j], &new_entry->entry);
1797 HeapFree(GetProcessHeap(), 0, table->buckets);
1798 table->buckets = new_buckets;
1800 HeapFree(GetProcessHeap(), 0, table->entries);
1801 table->entries = new_entries;
1803 table->entry_count = new_entry_count;
1804 list_init(&table->free_entries);
1806 table->bucket_count = new_bucket_count;
1807 table->grow_size = grow_size;
1808 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1813 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1817 struct hash_table_entry_t *entry;
1819 hash = table->hash_function(key);
1820 idx = hash & (table->bucket_count - 1);
1821 entry = hash_table_get_by_idx(table, key, idx);
1825 HeapFree(GetProcessHeap(), 0, key);
1826 entry->value = value;
1830 HeapFree(GetProcessHeap(), 0, entry->key);
1833 /* Remove the entry */
1834 list_remove(&entry->entry);
1835 list_add_head(&table->free_entries, &entry->entry);
1839 /* Shrink if necessary */
1840 if (table->count < table->shrink_size) {
1841 if (!hash_table_resize(table, table->bucket_count >> 1))
1843 ERR("Failed to shrink the table...\n");
1853 /* Grow if necessary */
1854 if (table->count >= table->grow_size)
1856 if (!hash_table_resize(table, table->bucket_count << 1))
1858 ERR("Failed to grow the table, returning.\n");
1862 idx = hash & (table->bucket_count - 1);
1865 /* Find an entry to insert */
1866 if (!list_empty(&table->free_entries))
1868 struct list *elem = list_head(&table->free_entries);
1871 entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1873 entry = table->entries + (table->entry_count++);
1876 /* Insert the entry */
1878 entry->value = value;
1880 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1881 list_add_head(&table->buckets[idx], &entry->entry);
1886 void hash_table_remove(struct hash_table_t *table, void *key)
1888 hash_table_put(table, key, NULL);
1891 void *hash_table_get(const struct hash_table_t *table, const void *key)
1894 struct hash_table_entry_t *entry;
1896 idx = table->hash_function(key) & (table->bucket_count - 1);
1897 entry = hash_table_get_by_idx(table, key, idx);
1899 return entry ? entry->value : NULL;
1902 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1903 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
1907 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1909 /* D3DTOP_DISABLE */ 0,
1910 /* D3DTOP_SELECTARG1 */ ARG1,
1911 /* D3DTOP_SELECTARG2 */ ARG2,
1912 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1913 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1914 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1915 /* D3DTOP_ADD */ ARG1 | ARG2,
1916 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1917 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1918 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1919 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1920 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1921 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1922 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1923 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1924 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1925 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1926 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1927 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1928 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1929 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1930 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1931 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1932 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1933 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1934 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1938 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1940 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1941 IWineD3DBaseTextureImpl *texture;
1942 settings->op[i].padding = 0;
1943 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1944 settings->op[i].cop = WINED3DTOP_DISABLE;
1945 settings->op[i].aop = WINED3DTOP_DISABLE;
1946 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1947 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1948 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
1949 settings->op[i].dst = resultreg;
1950 settings->op[i].tex_type = tex_1d;
1951 settings->op[i].projected = proj_none;
1956 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1958 settings->op[i].color_fixup = texture->baseTexture.shader_color_fixup;
1959 if(ignore_textype) {
1960 settings->op[i].tex_type = tex_1d;
1962 switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
1964 settings->op[i].tex_type = tex_1d;
1967 settings->op[i].tex_type = tex_2d;
1970 settings->op[i].tex_type = tex_3d;
1972 case GL_TEXTURE_CUBE_MAP_ARB:
1973 settings->op[i].tex_type = tex_cube;
1975 case GL_TEXTURE_RECTANGLE_ARB:
1976 settings->op[i].tex_type = tex_rect;
1981 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
1982 settings->op[i].tex_type = tex_1d;
1985 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1986 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1988 carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
1989 carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
1990 carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
1992 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1993 carg1, carg2, carg0)) {
1996 carg1 = WINED3DTA_CURRENT;
1997 cop = WINED3DTOP_SELECTARG1;
2000 if(cop == WINED3DTOP_DOTPRODUCT3) {
2001 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2002 * the color result to the alpha component of the destination
2009 aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2010 aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2011 aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2014 if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
2016 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2018 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2020 IWineD3DSurfaceImpl *surf;
2021 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2023 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
2024 && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
2026 if (aop == WINED3DTOP_DISABLE)
2028 aarg1 = WINED3DTA_TEXTURE;
2029 aop = WINED3DTOP_SELECTARG1;
2031 else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2033 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2035 aarg2 = WINED3DTA_TEXTURE;
2036 aop = WINED3DTOP_MODULATE;
2038 else aarg1 = WINED3DTA_TEXTURE;
2040 else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2042 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2044 aarg1 = WINED3DTA_TEXTURE;
2045 aop = WINED3DTOP_MODULATE;
2047 else aarg2 = WINED3DTA_TEXTURE;
2053 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
2054 aarg1, aarg2, aarg0)) {
2057 aarg1 = WINED3DTA_CURRENT;
2058 aop = WINED3DTOP_SELECTARG1;
2061 if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
2062 aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
2063 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2064 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
2065 settings->op[i].projected = proj_count3;
2066 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2067 settings->op[i].projected = proj_count4;
2069 settings->op[i].projected = proj_none;
2072 settings->op[i].projected = proj_none;
2075 settings->op[i].cop = cop;
2076 settings->op[i].aop = aop;
2077 settings->op[i].carg0 = carg0;
2078 settings->op[i].carg1 = carg1;
2079 settings->op[i].carg2 = carg2;
2080 settings->op[i].aarg0 = aarg0;
2081 settings->op[i].aarg1 = aarg1;
2082 settings->op[i].aarg2 = aarg2;
2084 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
2085 settings->op[i].dst = tempreg;
2087 settings->op[i].dst = resultreg;
2091 /* Clear unsupported stages */
2092 for(; i < MAX_TEXTURES; i++) {
2093 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2096 if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
2097 settings->fog = FOG_OFF;
2098 } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
2099 if(use_vs(stateblock) || ((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->position_transformed) {
2100 settings->fog = FOG_LINEAR;
2102 switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
2103 case WINED3DFOG_NONE:
2104 case WINED3DFOG_LINEAR:
2105 settings->fog = FOG_LINEAR;
2107 case WINED3DFOG_EXP:
2108 settings->fog = FOG_EXP;
2110 case WINED3DFOG_EXP2:
2111 settings->fog = FOG_EXP2;
2116 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
2117 case WINED3DFOG_LINEAR:
2118 settings->fog = FOG_LINEAR;
2120 case WINED3DFOG_EXP:
2121 settings->fog = FOG_EXP;
2123 case WINED3DFOG_EXP2:
2124 settings->fog = FOG_EXP2;
2128 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2129 settings->sRGB_write = 1;
2131 settings->sRGB_write = 0;
2134 #undef GLINFO_LOCATION
2136 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
2137 const struct ffp_frag_settings *settings)
2139 return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
2142 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
2143 struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2144 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2145 * whereas desc points to an extended structure with implementation specific parts.
2146 * Make a copy of the key because hash_table_put takes ownership of it
2148 *key = desc->settings;
2149 hash_table_put(shaders, key, desc);
2152 /* Activates the texture dimension according to the bound D3D texture.
2153 * Does not care for the colorop or correct gl texture unit(when using nvrc)
2154 * Requires the caller to activate the correct unit before
2156 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2157 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2158 if(stateblock->textures[stage]) {
2159 switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
2161 glDisable(GL_TEXTURE_3D);
2162 checkGLcall("glDisable(GL_TEXTURE_3D)");
2163 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2164 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2165 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2167 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2168 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2169 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2171 glEnable(GL_TEXTURE_2D);
2172 checkGLcall("glEnable(GL_TEXTURE_2D)");
2174 case GL_TEXTURE_RECTANGLE_ARB:
2175 glDisable(GL_TEXTURE_2D);
2176 checkGLcall("glDisable(GL_TEXTURE_2D)");
2177 glDisable(GL_TEXTURE_3D);
2178 checkGLcall("glDisable(GL_TEXTURE_3D)");
2179 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2180 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2181 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2183 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2184 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2187 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2188 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2189 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2191 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2192 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2193 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2195 glDisable(GL_TEXTURE_2D);
2196 checkGLcall("glDisable(GL_TEXTURE_2D)");
2197 glEnable(GL_TEXTURE_3D);
2198 checkGLcall("glEnable(GL_TEXTURE_3D)");
2200 case GL_TEXTURE_CUBE_MAP_ARB:
2201 glDisable(GL_TEXTURE_2D);
2202 checkGLcall("glDisable(GL_TEXTURE_2D)");
2203 glDisable(GL_TEXTURE_3D);
2204 checkGLcall("glDisable(GL_TEXTURE_3D)");
2205 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2206 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2207 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2209 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2210 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2214 glEnable(GL_TEXTURE_2D);
2215 checkGLcall("glEnable(GL_TEXTURE_2D)");
2216 glDisable(GL_TEXTURE_3D);
2217 checkGLcall("glDisable(GL_TEXTURE_3D)");
2218 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2219 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2220 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2222 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2223 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2224 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2226 /* Binding textures is done by samplers. A dummy texture will be bound */
2230 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2231 DWORD sampler = state - STATE_SAMPLER(0);
2232 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2234 /* No need to enable / disable anything here for unused samplers. The tex_colorop
2235 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2236 * will take care of this business
2238 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2239 if(sampler >= stateblock->lowest_disabled_stage) return;
2240 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2242 texture_activate_dimensions(sampler, stateblock, context);
2244 #undef GLINFO_LOCATION
2246 unsigned int ffp_frag_program_key_hash(const void *key)
2248 const struct ffp_frag_settings *k = key;
2249 unsigned int hash = 0, i;
2252 /* This takes the texture op settings of stage 0 and 1 into account.
2253 * how exactly depends on the memory laybout of the compiler, but it
2254 * should not matter too much. Stages > 1 are used rarely, so there's
2255 * no need to process them. Even if they're used it is likely that
2256 * the ffp setup has distinct stage 0 and 1 settings.
2258 for(i = 0; i < 2; i++) {
2259 blob = (const DWORD *)&k->op[i];
2260 hash ^= blob[0] ^ blob[1];
2263 hash += ~(hash << 15);
2264 hash ^= (hash >> 10);
2265 hash += (hash << 3);
2266 hash ^= (hash >> 6);
2267 hash += ~(hash << 11);
2268 hash ^= (hash >> 16);
2273 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
2275 const struct ffp_frag_settings *ka = keya;
2276 const struct ffp_frag_settings *kb = keyb;
2278 return memcmp(ka, kb, sizeof(*ka)) == 0;
2281 UINT wined3d_log2i(UINT32 x)
2283 static const BYTE l[] =
2285 0, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
2286 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
2287 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2288 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
2289 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2290 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2291 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2292 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
2293 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2294 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2295 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2296 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2297 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2298 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2299 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2300 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
2304 return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];