wined3d: Use the correct mask for depth/stencil locations in surface_load_ds_location().
[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     short 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 };
138
139 struct wined3d_format_base_flags
140 {
141     enum wined3d_format_id id;
142     DWORD flags;
143 };
144
145 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
146  * still needs to use the correct block based calculation for e.g. the
147  * resource size. */
148 static const struct wined3d_format_base_flags format_base_flags[] =
149 {
150     {WINED3DFMT_UYVY,               WINED3DFMT_FLAG_FOURCC},
151     {WINED3DFMT_YUY2,               WINED3DFMT_FLAG_FOURCC},
152     {WINED3DFMT_YV12,               WINED3DFMT_FLAG_FOURCC},
153     {WINED3DFMT_DXT1,               WINED3DFMT_FLAG_FOURCC},
154     {WINED3DFMT_DXT2,               WINED3DFMT_FLAG_FOURCC},
155     {WINED3DFMT_DXT3,               WINED3DFMT_FLAG_FOURCC},
156     {WINED3DFMT_DXT4,               WINED3DFMT_FLAG_FOURCC},
157     {WINED3DFMT_DXT5,               WINED3DFMT_FLAG_FOURCC},
158     {WINED3DFMT_MULTI2_ARGB8,       WINED3DFMT_FLAG_FOURCC},
159     {WINED3DFMT_G8R8_G8B8,          WINED3DFMT_FLAG_FOURCC},
160     {WINED3DFMT_R8G8_B8G8,          WINED3DFMT_FLAG_FOURCC},
161     {WINED3DFMT_INTZ,               WINED3DFMT_FLAG_FOURCC},
162     {WINED3DFMT_NULL,               WINED3DFMT_FLAG_FOURCC},
163     {WINED3DFMT_P8_UINT,            WINED3DFMT_FLAG_GETDC},
164     {WINED3DFMT_B8G8R8_UNORM,       WINED3DFMT_FLAG_GETDC},
165     {WINED3DFMT_B8G8R8A8_UNORM,     WINED3DFMT_FLAG_GETDC},
166     {WINED3DFMT_B8G8R8X8_UNORM,     WINED3DFMT_FLAG_GETDC},
167     {WINED3DFMT_B5G6R5_UNORM,       WINED3DFMT_FLAG_GETDC},
168     {WINED3DFMT_B5G5R5X1_UNORM,     WINED3DFMT_FLAG_GETDC},
169     {WINED3DFMT_B5G5R5A1_UNORM,     WINED3DFMT_FLAG_GETDC},
170     {WINED3DFMT_B4G4R4A4_UNORM,     WINED3DFMT_FLAG_GETDC},
171     {WINED3DFMT_B4G4R4X4_UNORM,     WINED3DFMT_FLAG_GETDC},
172     {WINED3DFMT_R8G8B8A8_UNORM,     WINED3DFMT_FLAG_GETDC},
173     {WINED3DFMT_R8G8B8X8_UNORM,     WINED3DFMT_FLAG_GETDC},
174     {WINED3DFMT_ATI2N,              WINED3DFMT_FLAG_FOURCC | WINED3DFMT_FLAG_BROKEN_PITCH},
175     {WINED3DFMT_NVDB,               WINED3DFMT_FLAG_FOURCC},
176     {WINED3DFMT_NVHU,               WINED3DFMT_FLAG_FOURCC},
177     {WINED3DFMT_NVHS,               WINED3DFMT_FLAG_FOURCC},
178     {WINED3DFMT_R32_FLOAT,          WINED3DFMT_FLAG_FLOAT},
179     {WINED3DFMT_R32G32_FLOAT,       WINED3DFMT_FLAG_FLOAT},
180     {WINED3DFMT_R32G32B32_FLOAT,    WINED3DFMT_FLAG_FLOAT},
181     {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_FLAG_FLOAT},
182     {WINED3DFMT_R16_FLOAT,          WINED3DFMT_FLAG_FLOAT},
183     {WINED3DFMT_R16G16_FLOAT,       WINED3DFMT_FLAG_FLOAT},
184     {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_FLAG_FLOAT},
185     {WINED3DFMT_D32_FLOAT,          WINED3DFMT_FLAG_FLOAT},
186     {WINED3DFMT_S8_UINT_D24_FLOAT,  WINED3DFMT_FLAG_FLOAT},
187 };
188
189 struct wined3d_format_compression_info
190 {
191     enum wined3d_format_id id;
192     UINT block_width;
193     UINT block_height;
194     UINT block_byte_count;
195 };
196
197 static const struct wined3d_format_compression_info format_compression_info[] =
198 {
199     {WINED3DFMT_DXT1,   4,  4,  8},
200     {WINED3DFMT_DXT2,   4,  4,  16},
201     {WINED3DFMT_DXT3,   4,  4,  16},
202     {WINED3DFMT_DXT4,   4,  4,  16},
203     {WINED3DFMT_DXT5,   4,  4,  16},
204     {WINED3DFMT_ATI2N,  4,  4,  16},
205 };
206
207 struct wined3d_format_vertex_info
208 {
209     enum wined3d_format_id id;
210     enum wined3d_ffp_emit_idx emit_idx;
211     GLint component_count;
212     GLenum gl_vtx_type;
213     GLint gl_vtx_format;
214     GLboolean gl_normalized;
215     unsigned int component_size;
216 };
217
218 static const struct wined3d_format_vertex_info format_vertex_info[] =
219 {
220     {WINED3DFMT_R32_FLOAT,          WINED3D_FFP_EMIT_FLOAT1,    1, GL_FLOAT,          1, GL_FALSE, sizeof(float)},
221     {WINED3DFMT_R32G32_FLOAT,       WINED3D_FFP_EMIT_FLOAT2,    2, GL_FLOAT,          2, GL_FALSE, sizeof(float)},
222     {WINED3DFMT_R32G32B32_FLOAT,    WINED3D_FFP_EMIT_FLOAT3,    3, GL_FLOAT,          3, GL_FALSE, sizeof(float)},
223     {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4,    4, GL_FLOAT,          4, GL_FALSE, sizeof(float)},
224     {WINED3DFMT_B8G8R8A8_UNORM,     WINED3D_FFP_EMIT_D3DCOLOR,  4, GL_UNSIGNED_BYTE,  4, GL_TRUE,  sizeof(BYTE)},
225     {WINED3DFMT_R8G8B8A8_UINT,      WINED3D_FFP_EMIT_UBYTE4,    4, GL_UNSIGNED_BYTE,  4, GL_FALSE, sizeof(BYTE)},
226     {WINED3DFMT_R16G16_SINT,        WINED3D_FFP_EMIT_SHORT2,    2, GL_SHORT,          2, GL_FALSE, sizeof(short int)},
227     {WINED3DFMT_R16G16B16A16_SINT,  WINED3D_FFP_EMIT_SHORT4,    4, GL_SHORT,          4, GL_FALSE, sizeof(short int)},
228     {WINED3DFMT_R8G8B8A8_UNORM,     WINED3D_FFP_EMIT_UBYTE4N,   4, GL_UNSIGNED_BYTE,  4, GL_TRUE,  sizeof(BYTE)},
229     {WINED3DFMT_R16G16_SNORM,       WINED3D_FFP_EMIT_SHORT2N,   2, GL_SHORT,          2, GL_TRUE,  sizeof(short int)},
230     {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N,   4, GL_SHORT,          4, GL_TRUE,  sizeof(short int)},
231     {WINED3DFMT_R16G16_UNORM,       WINED3D_FFP_EMIT_USHORT2N,  2, GL_UNSIGNED_SHORT, 2, GL_TRUE,  sizeof(short int)},
232     {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N,  4, GL_UNSIGNED_SHORT, 4, GL_TRUE,  sizeof(short int)},
233     {WINED3DFMT_R10G10B10A2_UINT,   WINED3D_FFP_EMIT_UDEC3,     3, GL_UNSIGNED_SHORT, 3, GL_FALSE, sizeof(short int)},
234     {WINED3DFMT_R10G10B10A2_SNORM,  WINED3D_FFP_EMIT_DEC3N,     3, GL_SHORT,          3, GL_TRUE,  sizeof(short int)},
235     {WINED3DFMT_R16G16_FLOAT,       WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_FLOAT,          2, GL_FALSE, sizeof(GLhalfNV)},
236     {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_FLOAT,          4, GL_FALSE, sizeof(GLhalfNV)}
237 };
238
239 struct wined3d_format_texture_info
240 {
241     enum wined3d_format_id id;
242     GLint gl_internal;
243     GLint gl_srgb_internal;
244     GLint gl_rt_internal;
245     GLint gl_format;
246     GLint gl_type;
247     unsigned int conv_byte_count;
248     unsigned int flags;
249     GL_SupportedExt extension;
250     void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
251 };
252
253 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
254 {
255     /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
256      * format+type combination to load it. Thus convert it to A8L8, then load it
257      * with A4L4 internal, but A8L8 format+type
258      */
259     unsigned int x, y;
260     const unsigned char *Source;
261     unsigned char *Dest;
262     UINT outpitch = pitch * 2;
263
264     for(y = 0; y < height; y++) {
265         Source = src + y * pitch;
266         Dest = dst + y * outpitch;
267         for (x = 0; x < width; x++ ) {
268             unsigned char color = (*Source++);
269             /* A */ Dest[1] = (color & 0xf0) << 0;
270             /* L */ Dest[0] = (color & 0x0f) << 4;
271             Dest += 2;
272         }
273     }
274 }
275
276 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
277 {
278     unsigned int x, y;
279     const WORD *Source;
280
281     for(y = 0; y < height; y++)
282     {
283         unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
284         Source = (const WORD *)(src + y * pitch);
285         for (x = 0; x < width; x++ )
286         {
287             short color = (*Source++);
288             unsigned char l = ((color >> 10) & 0xfc);
289                     short v = ((color >>  5) & 0x3e);
290                     short u = ((color      ) & 0x1f);
291             short v_conv = v + 16;
292             short u_conv = u + 16;
293
294             *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
295             Dest_s += 1;
296         }
297     }
298 }
299
300 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
301 {
302     unsigned int x, y;
303     const WORD *Source;
304     unsigned char *Dest;
305     UINT outpitch = (pitch * 3)/2;
306
307     /* This makes the gl surface bigger(24 bit instead of 16), but it works with
308      * fixed function and shaders without further conversion once the surface is
309      * loaded
310      */
311     for(y = 0; y < height; y++) {
312         Source = (const WORD *)(src + y * pitch);
313         Dest = dst + y * outpitch;
314         for (x = 0; x < width; x++ ) {
315             short color = (*Source++);
316             unsigned char l = ((color >> 10) & 0xfc);
317                      char v = ((color >>  5) & 0x3e);
318                      char u = ((color      ) & 0x1f);
319
320             /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
321              * and doubles the positive range. Thus shift left only once, gl does the 2nd
322              * shift. GL reads a signed value and converts it into an unsigned value.
323              */
324             /* M */ Dest[2] = l << 1;
325
326             /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
327              * from 5 bit values to 8 bit values.
328              */
329             /* V */ Dest[1] = v << 3;
330             /* U */ Dest[0] = u << 3;
331             Dest += 3;
332         }
333     }
334 }
335
336 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
337 {
338     unsigned int x, y;
339     const short *Source;
340     unsigned char *Dest;
341     UINT outpitch = (pitch * 3)/2;
342
343     for(y = 0; y < height; y++)
344     {
345         Source = (const short *)(src + y * pitch);
346         Dest = dst + y * outpitch;
347         for (x = 0; x < width; x++ )
348         {
349             LONG color = (*Source++);
350             /* B */ Dest[0] = 0xff;
351             /* G */ Dest[1] = (color >> 8) + 128; /* V */
352             /* R */ Dest[2] = (color) + 128;      /* U */
353             Dest += 3;
354         }
355     }
356 }
357
358 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
359 {
360     unsigned int x, y;
361     const DWORD *Source;
362     unsigned char *Dest;
363
364     /* Doesn't work correctly with the fixed function pipeline, but can work in
365      * shaders if the shader is adjusted. (There's no use for this format in gl's
366      * standard fixed function pipeline anyway).
367      */
368     for(y = 0; y < height; y++)
369     {
370         Source = (const DWORD *)(src + y * pitch);
371         Dest = dst + y * pitch;
372         for (x = 0; x < width; x++ )
373         {
374             LONG color = (*Source++);
375             /* B */ Dest[0] = ((color >> 16) & 0xff);       /* L */
376             /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
377             /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
378             Dest += 4;
379         }
380     }
381 }
382
383 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
384 {
385     unsigned int x, y;
386     const DWORD *Source;
387     unsigned char *Dest;
388
389     /* This implementation works with the fixed function pipeline and shaders
390      * without further modification after converting the surface.
391      */
392     for(y = 0; y < height; y++)
393     {
394         Source = (const DWORD *)(src + y * pitch);
395         Dest = dst + y * pitch;
396         for (x = 0; x < width; x++ )
397         {
398             LONG color = (*Source++);
399             /* L */ Dest[2] = ((color >> 16) & 0xff);   /* L */
400             /* V */ Dest[1] = ((color >> 8 ) & 0xff);   /* V */
401             /* U */ Dest[0] = (color         & 0xff);   /* U */
402             /* I */ Dest[3] = 255;                      /* X */
403             Dest += 4;
404         }
405     }
406 }
407
408 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
409 {
410     unsigned int x, y;
411     const DWORD *Source;
412     unsigned char *Dest;
413
414     for(y = 0; y < height; y++)
415     {
416         Source = (const DWORD *)(src + y * pitch);
417         Dest = dst + y * pitch;
418         for (x = 0; x < width; x++ )
419         {
420             LONG color = (*Source++);
421             /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
422             /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
423             /* R */ Dest[2] = (color         & 0xff) + 128; /* U */
424             /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
425             Dest += 4;
426         }
427     }
428 }
429
430 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
431 {
432     unsigned int x, y;
433     const DWORD *Source;
434     unsigned short *Dest;
435     UINT outpitch = (pitch * 3)/2;
436
437     for(y = 0; y < height; y++)
438     {
439         Source = (const DWORD *)(src + y * pitch);
440         Dest = (unsigned short *) (dst + y * outpitch);
441         for (x = 0; x < width; x++ )
442         {
443             DWORD color = (*Source++);
444             /* B */ Dest[0] = 0xffff;
445             /* G */ Dest[1] = (color >> 16) + 32768; /* V */
446             /* R */ Dest[2] = (color      ) + 32768; /* U */
447             Dest += 3;
448         }
449     }
450 }
451
452 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
453 {
454     unsigned int x, y;
455     const WORD *Source;
456     WORD *Dest;
457     UINT outpitch = (pitch * 3)/2;
458
459     for(y = 0; y < height; y++)
460     {
461         Source = (const WORD *)(src + y * pitch);
462         Dest = (WORD *) (dst + y * outpitch);
463         for (x = 0; x < width; x++ )
464         {
465             WORD green = (*Source++);
466             WORD red = (*Source++);
467             Dest[0] = green;
468             Dest[1] = red;
469             /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
470              * shader overwrites it anyway
471              */
472             Dest[2] = 0xffff;
473             Dest += 3;
474         }
475     }
476 }
477
478 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
479 {
480     unsigned int x, y;
481     const float *Source;
482     float *Dest;
483     UINT outpitch = (pitch * 3)/2;
484
485     for(y = 0; y < height; y++)
486     {
487         Source = (const float *)(src + y * pitch);
488         Dest = (float *) (dst + y * outpitch);
489         for (x = 0; x < width; x++ )
490         {
491             float green = (*Source++);
492             float red = (*Source++);
493             Dest[0] = green;
494             Dest[1] = red;
495             Dest[2] = 1.0f;
496             Dest += 3;
497         }
498     }
499 }
500
501 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
502 {
503     unsigned int x, y;
504     UINT outpitch = pitch * 2;
505
506     for (y = 0; y < height; ++y)
507     {
508         const WORD *source = (const WORD *)(src + y * pitch);
509         DWORD *dest = (DWORD *)(dst + y * outpitch);
510
511         for (x = 0; x < width; ++x)
512         {
513             /* The depth data is normalized, so needs to be scaled,
514              * the stencil data isn't.  Scale depth data by
515              *      (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
516             WORD d15 = source[x] >> 1;
517             DWORD d24 = (d15 << 9) + (d15 >> 6);
518             dest[x] = (d24 << 8) | (source[x] & 0x1);
519         }
520     }
521 }
522
523 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
524 {
525     unsigned int x, y;
526
527     for (y = 0; y < height; ++y)
528     {
529         const DWORD *source = (const DWORD *)(src + y * pitch);
530         DWORD *dest = (DWORD *)(dst + y * pitch);
531
532         for (x = 0; x < width; ++x)
533         {
534             /* Just need to clear out the X4 part. */
535             dest[x] = source[x] & ~0xf0;
536         }
537     }
538 }
539
540 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
541 {
542     unsigned int x, y;
543     UINT outpitch = pitch * 2;
544
545     for (y = 0; y < height; ++y)
546     {
547         const DWORD *source = (const DWORD *)(src + y * pitch);
548         float *dest_f = (float *)(dst + y * outpitch);
549         DWORD *dest_s = (DWORD *)(dst + y * outpitch);
550
551         for (x = 0; x < width; ++x)
552         {
553             dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
554             dest_s[x * 2 + 1] = source[x] & 0xff;
555         }
556     }
557 }
558
559 static const struct wined3d_format_texture_info format_texture_info[] =
560 {
561     /* format id                        internal                          srgbInternal                       rtInternal
562             format                      type
563             flags
564             extension */
565     /* FourCC formats */
566     /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
567      * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
568      * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
569      * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
570      * endian machine
571      */
572     {WINED3DFMT_UYVY,                   GL_LUMINANCE_ALPHA,               GL_LUMINANCE_ALPHA,                     0,
573             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
574             WINED3DFMT_FLAG_FILTERING,
575             WINED3D_GL_EXT_NONE,        NULL},
576     {WINED3DFMT_UYVY,                   GL_RGB,                           GL_RGB,                                 0,
577             GL_YCBCR_422_APPLE,         UNSIGNED_SHORT_8_8_APPLE,         0,
578             WINED3DFMT_FLAG_FILTERING,
579             APPLE_YCBCR_422,            NULL},
580     {WINED3DFMT_YUY2,                   GL_LUMINANCE_ALPHA,               GL_LUMINANCE_ALPHA,                     0,
581             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
582             WINED3DFMT_FLAG_FILTERING,
583             WINED3D_GL_EXT_NONE,        NULL},
584     {WINED3DFMT_YUY2,                   GL_RGB,                           GL_RGB,                                 0,
585             GL_YCBCR_422_APPLE,         UNSIGNED_SHORT_8_8_REV_APPLE,     0,
586             WINED3DFMT_FLAG_FILTERING,
587             APPLE_YCBCR_422,            NULL},
588     {WINED3DFMT_YV12,                   GL_ALPHA,                         GL_ALPHA,                               0,
589             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
590             WINED3DFMT_FLAG_FILTERING,
591             WINED3D_GL_EXT_NONE,        NULL},
592     {WINED3DFMT_DXT1,                   GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
593             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
594             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
595             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
596     {WINED3DFMT_DXT2,                   GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
597             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
598             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
599             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
600     {WINED3DFMT_DXT3,                   GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
601             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
602             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
603             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
604     {WINED3DFMT_DXT4,                   GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
605             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
606             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
607             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
608     {WINED3DFMT_DXT5,                   GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
609             GL_RGBA,                    GL_UNSIGNED_BYTE,                 0,
610             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
611             EXT_TEXTURE_COMPRESSION_S3TC, NULL},
612     /* IEEE formats */
613     {WINED3DFMT_R32_FLOAT,              GL_RGB32F_ARB,                    GL_RGB32F_ARB,                          0,
614             GL_RED,                     GL_FLOAT,                         0,
615             WINED3DFMT_FLAG_RENDERTARGET,
616             ARB_TEXTURE_FLOAT,          NULL},
617     {WINED3DFMT_R32_FLOAT,              GL_R32F,                          GL_R32F,                                0,
618             GL_RED,                     GL_FLOAT,                         0,
619             WINED3DFMT_FLAG_RENDERTARGET,
620             ARB_TEXTURE_RG,             NULL},
621     {WINED3DFMT_R32G32_FLOAT,           GL_RGB32F_ARB,                    GL_RGB32F_ARB,                          0,
622             GL_RGB,                     GL_FLOAT,                         12,
623             WINED3DFMT_FLAG_RENDERTARGET,
624             ARB_TEXTURE_FLOAT,          &convert_r32g32_float},
625     {WINED3DFMT_R32G32_FLOAT,           GL_RG32F,                         GL_RG32F,                               0,
626             GL_RG,                      GL_FLOAT,                         0,
627             WINED3DFMT_FLAG_RENDERTARGET,
628             ARB_TEXTURE_RG,             NULL},
629     {WINED3DFMT_R32G32B32A32_FLOAT,     GL_RGBA32F_ARB,                   GL_RGBA32F_ARB,                         0,
630             GL_RGBA,                    GL_FLOAT,                         0,
631             WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
632             ARB_TEXTURE_FLOAT,          NULL},
633     /* Float */
634     {WINED3DFMT_R16_FLOAT,              GL_RGB16F_ARB,                    GL_RGB16F_ARB,                          0,
635             GL_RED,                     GL_HALF_FLOAT_ARB,                0,
636             WINED3DFMT_FLAG_RENDERTARGET,
637             ARB_TEXTURE_FLOAT,          NULL},
638     {WINED3DFMT_R16_FLOAT,              GL_R16F,                          GL_R16F,                                0,
639             GL_RED,                     GL_HALF_FLOAT_ARB,                0,
640             WINED3DFMT_FLAG_RENDERTARGET,
641             ARB_TEXTURE_RG,             NULL},
642     {WINED3DFMT_R16G16_FLOAT,           GL_RGB16F_ARB,                    GL_RGB16F_ARB,                          0,
643             GL_RGB,                     GL_HALF_FLOAT_ARB,                6,
644             WINED3DFMT_FLAG_RENDERTARGET,
645             ARB_TEXTURE_FLOAT,          &convert_r16g16},
646     {WINED3DFMT_R16G16_FLOAT,           GL_RG16F,                         GL_RG16F,                               0,
647             GL_RG,                      GL_HALF_FLOAT_ARB,                0,
648             WINED3DFMT_FLAG_RENDERTARGET,
649             ARB_TEXTURE_RG,             NULL},
650     {WINED3DFMT_R16G16B16A16_FLOAT,     GL_RGBA16F_ARB,                   GL_RGBA16F_ARB,                         0,
651             GL_RGBA,                    GL_HALF_FLOAT_ARB,                0,
652             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
653             ARB_TEXTURE_FLOAT,          NULL},
654     /* Palettized formats */
655     {WINED3DFMT_P8_UINT,                GL_RGBA,                          GL_RGBA,                                0,
656             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
657             0,
658             ARB_FRAGMENT_PROGRAM,       NULL},
659     {WINED3DFMT_P8_UINT,                GL_COLOR_INDEX8_EXT,              GL_COLOR_INDEX8_EXT,                    0,
660             GL_COLOR_INDEX,             GL_UNSIGNED_BYTE,                 0,
661             0,
662             EXT_PALETTED_TEXTURE,       NULL},
663     /* Standard ARGB formats */
664     {WINED3DFMT_B8G8R8_UNORM,           GL_RGB8,                          GL_RGB8,                                0,
665             GL_BGR,                     GL_UNSIGNED_BYTE,                 0,
666             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
667             WINED3D_GL_EXT_NONE,        NULL},
668     {WINED3DFMT_B8G8R8A8_UNORM,         GL_RGBA8,                         GL_SRGB8_ALPHA8_EXT,                    0,
669             GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
670             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
671             | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
672             WINED3D_GL_EXT_NONE,        NULL},
673     {WINED3DFMT_B8G8R8X8_UNORM,         GL_RGB8,                          GL_SRGB8_EXT,                           0,
674             GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
675             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
676             | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
677             WINED3D_GL_EXT_NONE,        NULL},
678     {WINED3DFMT_B5G6R5_UNORM,           GL_RGB5,                          GL_RGB5,                          GL_RGB8,
679             GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          0,
680             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
681             WINED3D_GL_EXT_NONE,        NULL},
682     {WINED3DFMT_B5G5R5X1_UNORM,         GL_RGB5,                          GL_RGB5_A1,                             0,
683             GL_BGRA,                    GL_UNSIGNED_SHORT_1_5_5_5_REV,    0,
684             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
685             WINED3D_GL_EXT_NONE,        NULL},
686     {WINED3DFMT_B5G5R5A1_UNORM,         GL_RGB5_A1,                       GL_RGB5_A1,                             0,
687             GL_BGRA,                    GL_UNSIGNED_SHORT_1_5_5_5_REV,    0,
688             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
689             WINED3D_GL_EXT_NONE,        NULL},
690     {WINED3DFMT_B4G4R4A4_UNORM,         GL_RGBA4,                         GL_SRGB8_ALPHA8_EXT,                    0,
691             GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
692             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
693             WINED3D_GL_EXT_NONE,        NULL},
694     {WINED3DFMT_B2G3R3_UNORM,           GL_R3_G3_B2,                      GL_R3_G3_B2,                            0,
695             GL_RGB,                     GL_UNSIGNED_BYTE_3_3_2,           0,
696             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
697             WINED3D_GL_EXT_NONE,        NULL},
698     {WINED3DFMT_A8_UNORM,               GL_ALPHA8,                        GL_ALPHA8,                              0,
699             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
700             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
701             WINED3D_GL_EXT_NONE,        NULL},
702     {WINED3DFMT_B4G4R4X4_UNORM,         GL_RGB4,                          GL_RGB4,                                0,
703             GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
704             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
705             WINED3D_GL_EXT_NONE,        NULL},
706     {WINED3DFMT_R10G10B10A2_UNORM,      GL_RGB10_A2,                      GL_RGB10_A2,                            0,
707             GL_RGBA,                    GL_UNSIGNED_INT_2_10_10_10_REV,   0,
708             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
709             WINED3D_GL_EXT_NONE,        NULL},
710     {WINED3DFMT_R8G8B8A8_UNORM,         GL_RGBA8,                         GL_RGBA8,                               0,
711             GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
712             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
713             WINED3D_GL_EXT_NONE,        NULL},
714     {WINED3DFMT_R8G8B8X8_UNORM,         GL_RGB8,                          GL_RGB8,                                0,
715             GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
716             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
717             WINED3D_GL_EXT_NONE,        NULL},
718     {WINED3DFMT_R16G16_UNORM,           GL_RGB16,                         GL_RGB16,                       GL_RGBA16,
719             GL_RGB,                     GL_UNSIGNED_SHORT,                6,
720             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
721             WINED3D_GL_EXT_NONE,        &convert_r16g16},
722     {WINED3DFMT_B10G10R10A2_UNORM,      GL_RGB10_A2,                      GL_RGB10_A2,                            0,
723             GL_BGRA,                    GL_UNSIGNED_INT_2_10_10_10_REV,   0,
724             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
725             WINED3D_GL_EXT_NONE,        NULL},
726     {WINED3DFMT_R16G16B16A16_UNORM,     GL_RGBA16,                        GL_RGBA16,                              0,
727             GL_RGBA,                    GL_UNSIGNED_SHORT,                0,
728             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
729             WINED3D_GL_EXT_NONE,        NULL},
730     /* Luminance */
731     {WINED3DFMT_L8_UNORM,               GL_LUMINANCE8,                    GL_SLUMINANCE8_EXT,                     0,
732             GL_LUMINANCE,               GL_UNSIGNED_BYTE,                 0,
733             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
734             WINED3D_GL_EXT_NONE,        NULL},
735     {WINED3DFMT_L8A8_UNORM,             GL_LUMINANCE8_ALPHA8,             GL_SLUMINANCE8_ALPHA8_EXT,              0,
736             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
737             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_SRGB_READ,
738             WINED3D_GL_EXT_NONE,        NULL},
739     {WINED3DFMT_L4A4_UNORM,             GL_LUMINANCE4_ALPHA4,             GL_LUMINANCE4_ALPHA4,                   0,
740             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 2,
741             0,
742             WINED3D_GL_EXT_NONE,        &convert_l4a4_unorm},
743     /* Bump mapping stuff */
744     {WINED3DFMT_R8G8_SNORM,             GL_RGB8,                          GL_RGB8,                                0,
745             GL_BGR,                     GL_UNSIGNED_BYTE,                 3,
746             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
747             WINED3D_GL_EXT_NONE,        &convert_r8g8_snorm},
748     {WINED3DFMT_R8G8_SNORM,             GL_DSDT8_NV,                      GL_DSDT8_NV,                            0,
749             GL_DSDT_NV,                 GL_BYTE,                          0,
750             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
751             NV_TEXTURE_SHADER,          NULL},
752     {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_RGB5,                          GL_RGB5,                                0,
753             GL_RGB,                     GL_UNSIGNED_SHORT_5_6_5,          2,
754             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
755             WINED3D_GL_EXT_NONE,        &convert_r5g5_snorm_l6_unorm},
756     {WINED3DFMT_R5G5_SNORM_L6_UNORM,    GL_DSDT8_MAG8_NV,                 GL_DSDT8_MAG8_NV,                       0,
757             GL_DSDT_MAG_NV,             GL_BYTE,                          3,
758             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
759             NV_TEXTURE_SHADER,          &convert_r5g5_snorm_l6_unorm_nv},
760     {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,  GL_RGB8,                          GL_RGB8,                                0,
761             GL_BGRA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      4,
762             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
763             WINED3D_GL_EXT_NONE,        &convert_r8g8_snorm_l8x8_unorm},
764     {WINED3DFMT_R8G8_SNORM_L8X8_UNORM,  GL_DSDT8_MAG8_INTENSITY8_NV,      GL_DSDT8_MAG8_INTENSITY8_NV,            0,
765             GL_DSDT_MAG_VIB_NV,         GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
766             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
767             NV_TEXTURE_SHADER,          &convert_r8g8_snorm_l8x8_unorm_nv},
768     {WINED3DFMT_R8G8B8A8_SNORM,         GL_RGBA8,                         GL_RGBA8,                               0,
769             GL_BGRA,                    GL_UNSIGNED_BYTE,                 4,
770             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
771             WINED3D_GL_EXT_NONE,        &convert_r8g8b8a8_snorm},
772     {WINED3DFMT_R8G8B8A8_SNORM,         GL_SIGNED_RGBA8_NV,               GL_SIGNED_RGBA8_NV,                     0,
773             GL_RGBA,                    GL_BYTE,                          0,
774             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
775             NV_TEXTURE_SHADER,          NULL},
776     {WINED3DFMT_R16G16_SNORM,           GL_RGB16,                         GL_RGB16,                               0,
777             GL_BGR,                     GL_UNSIGNED_SHORT,                6,
778             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
779             WINED3D_GL_EXT_NONE,        &convert_r16g16_snorm},
780     {WINED3DFMT_R16G16_SNORM,           GL_SIGNED_HILO16_NV,              GL_SIGNED_HILO16_NV,                    0,
781             GL_HILO_NV,                 GL_SHORT,                         0,
782             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_BUMPMAP,
783             NV_TEXTURE_SHADER,          NULL},
784     /* Depth stencil formats */
785     {WINED3DFMT_D16_LOCKABLE,           GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
786             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
787             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
788             ARB_DEPTH_TEXTURE,          NULL},
789     {WINED3DFMT_D32_UNORM,              GL_DEPTH_COMPONENT32_ARB,         GL_DEPTH_COMPONENT32_ARB,               0,
790             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
791             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
792             ARB_DEPTH_TEXTURE,          NULL},
793     {WINED3DFMT_S1_UINT_D15_UNORM,      GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
794             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
795             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
796             ARB_DEPTH_TEXTURE,          NULL},
797     {WINED3DFMT_S1_UINT_D15_UNORM,      GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
798             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         4,
799             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
800             EXT_PACKED_DEPTH_STENCIL,   &convert_s1_uint_d15_unorm},
801     {WINED3DFMT_S1_UINT_D15_UNORM,      GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
802             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             4,
803             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
804             ARB_FRAMEBUFFER_OBJECT,     &convert_s1_uint_d15_unorm},
805     {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
806             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
807             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
808             | WINED3DFMT_FLAG_SHADOW,
809             ARB_DEPTH_TEXTURE,          NULL},
810     {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
811             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         0,
812             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
813             | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
814             EXT_PACKED_DEPTH_STENCIL,   NULL},
815     {WINED3DFMT_D24_UNORM_S8_UINT,      GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
816             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
817             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
818             | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
819             ARB_FRAMEBUFFER_OBJECT,     NULL},
820     {WINED3DFMT_X8D24_UNORM,            GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
821             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
822             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
823             | WINED3DFMT_FLAG_SHADOW,
824             ARB_DEPTH_TEXTURE,          NULL},
825     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
826             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
827             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
828             ARB_DEPTH_TEXTURE,          NULL},
829     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
830             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         4,
831             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
832             EXT_PACKED_DEPTH_STENCIL,   &convert_s4x4_uint_d24_unorm},
833     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
834             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             4,
835             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
836             ARB_FRAMEBUFFER_OBJECT,     &convert_s4x4_uint_d24_unorm},
837     {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
838             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
839             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
840             | WINED3DFMT_FLAG_SHADOW,
841             ARB_DEPTH_TEXTURE,          NULL},
842     {WINED3DFMT_L16_UNORM,              GL_LUMINANCE16,                   GL_LUMINANCE16,                         0,
843             GL_LUMINANCE,               GL_UNSIGNED_SHORT,                0,
844             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
845             WINED3D_GL_EXT_NONE,        NULL},
846     {WINED3DFMT_D32_FLOAT,              GL_DEPTH_COMPONENT32F,            GL_DEPTH_COMPONENT32F,                  0,
847             GL_DEPTH_COMPONENT,         GL_FLOAT,                         0,
848             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
849             ARB_DEPTH_BUFFER_FLOAT,     NULL},
850     {WINED3DFMT_S8_UINT_D24_FLOAT,      GL_DEPTH32F_STENCIL8,             GL_DEPTH32F_STENCIL8,                   0,
851             GL_DEPTH_STENCIL,           GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
852             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
853             ARB_DEPTH_BUFFER_FLOAT,     &convert_s8_uint_d24_float},
854     /* Vendor-specific formats */
855     {WINED3DFMT_ATI2N,                  GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
856             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
857             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
858             ATI_TEXTURE_COMPRESSION_3DC, NULL},
859     {WINED3DFMT_ATI2N,                  GL_COMPRESSED_RED_GREEN_RGTC2,    GL_COMPRESSED_RED_GREEN_RGTC2,         0,
860             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 0,
861             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
862             ARB_TEXTURE_COMPRESSION_RGTC, NULL},
863     {WINED3DFMT_INTZ,                   GL_DEPTH24_STENCIL8_EXT,          GL_DEPTH24_STENCIL8_EXT,                0,
864             GL_DEPTH_STENCIL_EXT,       GL_UNSIGNED_INT_24_8_EXT,         0,
865             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
866             | WINED3DFMT_FLAG_STENCIL,
867             EXT_PACKED_DEPTH_STENCIL,   NULL},
868     {WINED3DFMT_INTZ,                   GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
869             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
870             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH
871             | WINED3DFMT_FLAG_STENCIL,
872             ARB_FRAMEBUFFER_OBJECT,     NULL},
873     {WINED3DFMT_NULL,                   GL_RGBA8,                         GL_RGBA8,                               0,
874             GL_RGBA,                    GL_UNSIGNED_INT_8_8_8_8_REV,      0,
875             WINED3DFMT_FLAG_RENDERTARGET,
876             ARB_FRAMEBUFFER_OBJECT,     NULL},
877 };
878
879 static inline int getFmtIdx(enum wined3d_format_id format_id)
880 {
881     /* First check if the format is at the position of its value.
882      * This will catch the argb formats before the loop is entered. */
883     if (format_id < (sizeof(formats) / sizeof(*formats))
884             && formats[format_id].id == format_id)
885     {
886         return format_id;
887     }
888     else
889     {
890         unsigned int i;
891
892         for (i = 0; i < (sizeof(formats) / sizeof(*formats)); ++i)
893         {
894             if (formats[i].id == format_id) return i;
895         }
896     }
897     return -1;
898 }
899
900 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
901 {
902     UINT format_count = sizeof(formats) / sizeof(*formats);
903     UINT i;
904
905     gl_info->formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, format_count * sizeof(*gl_info->formats));
906     if (!gl_info->formats)
907     {
908         ERR("Failed to allocate memory.\n");
909         return FALSE;
910     }
911
912     for (i = 0; i < format_count; ++i)
913     {
914         struct wined3d_format *format = &gl_info->formats[i];
915         format->id = formats[i].id;
916         format->red_mask = formats[i].redMask;
917         format->green_mask = formats[i].greenMask;
918         format->blue_mask = formats[i].blueMask;
919         format->alpha_mask = formats[i].alphaMask;
920         format->byte_count = formats[i].bpp;
921         format->depth_size = formats[i].depthSize;
922         format->stencil_size = formats[i].stencilSize;
923     }
924
925     for (i = 0; i < (sizeof(format_base_flags) / sizeof(*format_base_flags)); ++i)
926     {
927         int fmt_idx = getFmtIdx(format_base_flags[i].id);
928
929         if (fmt_idx == -1)
930         {
931             ERR("Format %s (%#x) not found.\n",
932                     debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
933             HeapFree(GetProcessHeap(), 0, gl_info->formats);
934             return FALSE;
935         }
936
937         gl_info->formats[fmt_idx].flags |= format_base_flags[i].flags;
938     }
939
940     return TRUE;
941 }
942
943 static BOOL init_format_compression_info(struct wined3d_gl_info *gl_info)
944 {
945     unsigned int i;
946
947     for (i = 0; i < (sizeof(format_compression_info) / sizeof(*format_compression_info)); ++i)
948     {
949         struct wined3d_format *format;
950         int fmt_idx = getFmtIdx(format_compression_info[i].id);
951
952         if (fmt_idx == -1)
953         {
954             ERR("Format %s (%#x) not found.\n",
955                     debug_d3dformat(format_compression_info[i].id), format_compression_info[i].id);
956             return FALSE;
957         }
958
959         format = &gl_info->formats[fmt_idx];
960         format->block_width = format_compression_info[i].block_width;
961         format->block_height = format_compression_info[i].block_height;
962         format->block_byte_count = format_compression_info[i].block_byte_count;
963         format->flags |= WINED3DFMT_FLAG_COMPRESSED;
964     }
965
966     return TRUE;
967 }
968
969 /* Context activation is done by the caller. */
970 static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined3d_format *format)
971 {
972     /* Check if the default internal format is supported as a frame buffer
973      * target, otherwise fall back to the render target internal.
974      *
975      * Try to stick to the standard format if possible, this limits precision differences. */
976     GLenum status;
977     GLuint tex;
978
979     ENTER_GL();
980
981     while(glGetError());
982     glDisable(GL_BLEND);
983
984     glGenTextures(1, &tex);
985     glBindTexture(GL_TEXTURE_2D, tex);
986
987     glTexImage2D(GL_TEXTURE_2D, 0, format->glInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
988     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
989     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
990
991     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
992
993     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
994     checkGLcall("Framebuffer format check");
995
996     if (status == GL_FRAMEBUFFER_COMPLETE)
997     {
998         TRACE("Format %s is supported as FBO color attachment.\n", debug_d3dformat(format->id));
999         format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
1000         format->rtInternal = format->glInternal;
1001     }
1002     else
1003     {
1004         if (!format->rtInternal)
1005         {
1006             if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
1007             {
1008                 FIXME("Format %s with rendertarget flag is not supported as FBO color attachment,"
1009                         " and no fallback specified.\n", debug_d3dformat(format->id));
1010                 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1011             }
1012             else
1013             {
1014                 TRACE("Format %s is not supported as FBO color attachment.\n", debug_d3dformat(format->id));
1015             }
1016             format->rtInternal = format->glInternal;
1017         }
1018         else
1019         {
1020             TRACE("Format %s is not supported as FBO color attachment, trying rtInternal format as fallback.\n",
1021                     debug_d3dformat(format->id));
1022
1023             while(glGetError());
1024
1025             gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1026
1027             glTexImage2D(GL_TEXTURE_2D, 0, format->rtInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1028             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1029             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1030
1031             gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1032
1033             status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1034             checkGLcall("Framebuffer format check");
1035
1036             if (status == GL_FRAMEBUFFER_COMPLETE)
1037             {
1038                 TRACE("Format %s rtInternal format is supported as FBO color attachment.\n",
1039                         debug_d3dformat(format->id));
1040             }
1041             else
1042             {
1043                 FIXME("Format %s rtInternal format is not supported as FBO color attachment.\n",
1044                         debug_d3dformat(format->id));
1045                 format->flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
1046             }
1047         }
1048     }
1049
1050     if (status == GL_FRAMEBUFFER_COMPLETE && format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
1051     {
1052         GLuint rb;
1053
1054         if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1055                 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1056         {
1057             gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
1058             gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
1059             gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
1060             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
1061             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
1062             checkGLcall("RB attachment");
1063         }
1064
1065         glEnable(GL_BLEND);
1066         glClear(GL_COLOR_BUFFER_BIT);
1067         if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
1068         {
1069             while(glGetError());
1070             TRACE("Format doesn't support post-pixelshader blending.\n");
1071             format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
1072         }
1073
1074         if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
1075                 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
1076         {
1077             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
1078             gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
1079             gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
1080             checkGLcall("RB cleanup");
1081         }
1082     }
1083
1084     if (format->glInternal != format->glGammaInternal)
1085     {
1086         glTexImage2D(GL_TEXTURE_2D, 0, format->glGammaInternal, 16, 16, 0, format->glFormat, format->glType, NULL);
1087         gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
1088
1089         status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
1090         checkGLcall("Framebuffer format check");
1091
1092         if (status == GL_FRAMEBUFFER_COMPLETE)
1093         {
1094             TRACE("Format %s's sRGB format is FBO attachable.\n", debug_d3dformat(format->id));
1095             format->flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
1096         }
1097         else
1098         {
1099             WARN("Format %s's sRGB format is not FBO attachable.\n", debug_d3dformat(format->id));
1100         }
1101     }
1102
1103     glDeleteTextures(1, &tex);
1104
1105     LEAVE_GL();
1106 }
1107
1108 /* Context activation is done by the caller. */
1109 static void init_format_fbo_compat_info(struct wined3d_gl_info *gl_info)
1110 {
1111     unsigned int i;
1112     GLuint fbo;
1113
1114     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1115     {
1116         ENTER_GL();
1117
1118         gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1119         gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1120
1121         LEAVE_GL();
1122     }
1123
1124     for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1125     {
1126         struct wined3d_format *format = &gl_info->formats[i];
1127
1128         if (!format->glInternal) continue;
1129
1130         if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
1131         {
1132             TRACE("Skipping format %s because it's a depth/stencil format.\n",
1133                     debug_d3dformat(format->id));
1134             continue;
1135         }
1136
1137         if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1138         {
1139             TRACE("Skipping format %s because it's a compressed format.\n",
1140                     debug_d3dformat(format->id));
1141             continue;
1142         }
1143
1144         if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1145         {
1146             TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
1147             check_fbo_compat(gl_info, format);
1148         }
1149         else
1150         {
1151             format->rtInternal = format->glInternal;
1152         }
1153     }
1154
1155     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1156     {
1157         ENTER_GL();
1158
1159         gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1160
1161         LEAVE_GL();
1162     }
1163 }
1164
1165 static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
1166 {
1167     unsigned int i;
1168
1169     for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
1170     {
1171         int fmt_idx = getFmtIdx(format_texture_info[i].id);
1172         struct wined3d_format *format;
1173
1174         if (fmt_idx == -1)
1175         {
1176             ERR("Format %s (%#x) not found.\n",
1177                     debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
1178             return FALSE;
1179         }
1180
1181         if (!gl_info->supported[format_texture_info[i].extension]) continue;
1182
1183         format = &gl_info->formats[fmt_idx];
1184
1185         /* ARB_texture_rg defines floating point formats, but only if
1186          * ARB_texture_float is also supported. */
1187         if (!gl_info->supported[ARB_TEXTURE_FLOAT]
1188                 && (format->flags & WINED3DFMT_FLAG_FLOAT))
1189             continue;
1190
1191         format->glInternal = format_texture_info[i].gl_internal;
1192         format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
1193         format->rtInternal = format_texture_info[i].gl_rt_internal;
1194         format->glFormat = format_texture_info[i].gl_format;
1195         format->glType = format_texture_info[i].gl_type;
1196         format->color_fixup = COLOR_FIXUP_IDENTITY;
1197         format->flags |= format_texture_info[i].flags;
1198         format->heightscale = 1.0f;
1199
1200         if (format->glGammaInternal != format->glInternal)
1201         {
1202             /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
1203             if (!gl_info->supported[EXT_TEXTURE_SRGB])
1204             {
1205                 format->glGammaInternal = format->glInternal;
1206                 format->flags &= ~(WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
1207             }
1208             else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
1209             {
1210                 format->glInternal = format->glGammaInternal;
1211             }
1212         }
1213
1214         /* Texture conversion stuff */
1215         format->convert = format_texture_info[i].convert;
1216         format->conv_byte_count = format_texture_info[i].conv_byte_count;
1217     }
1218
1219     return TRUE;
1220 }
1221
1222 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
1223 {
1224     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1225     c1 >>= 8; c2 >>= 8;
1226     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1227     c1 >>= 8; c2 >>= 8;
1228     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1229     c1 >>= 8; c2 >>= 8;
1230     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
1231     return TRUE;
1232 }
1233
1234 /* A context is provided by the caller */
1235 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
1236 {
1237     static const DWORD data[] = {0x00000000, 0xffffffff};
1238     GLuint tex, fbo, buffer;
1239     DWORD readback[16 * 1];
1240     BOOL ret = FALSE;
1241
1242     /* Render a filtered texture and see what happens. This is intended to detect the lack of
1243      * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
1244      * falling back to software. If this changes in the future this code will get fooled and
1245      * apps might hit the software path due to incorrectly advertised caps.
1246      *
1247      * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
1248      * disable fallback, if Apple or ATI ever change the driver behavior they will break more
1249      * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
1250      */
1251
1252     ENTER_GL();
1253     while(glGetError());
1254
1255     glGenTextures(1, &buffer);
1256     glBindTexture(GL_TEXTURE_2D, buffer);
1257     memset(readback, 0x7e, sizeof(readback));
1258     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
1259     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1260     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1261     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1262     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1263     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1264
1265     glGenTextures(1, &tex);
1266     glBindTexture(GL_TEXTURE_2D, tex);
1267     glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
1268     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1269     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1270     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1271     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1272     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
1273     glEnable(GL_TEXTURE_2D);
1274
1275     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
1276     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1277     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
1278     glDrawBuffer(GL_COLOR_ATTACHMENT0);
1279
1280     glViewport(0, 0, 16, 1);
1281     glDisable(GL_LIGHTING);
1282     glMatrixMode(GL_MODELVIEW);
1283     glLoadIdentity();
1284     glMatrixMode(GL_PROJECTION);
1285     glLoadIdentity();
1286
1287     glClearColor(0, 1, 0, 0);
1288     glClear(GL_COLOR_BUFFER_BIT);
1289
1290     glBegin(GL_TRIANGLE_STRIP);
1291     glTexCoord2f(0.0, 0.0);
1292     glVertex2f(-1.0f, -1.0f);
1293     glTexCoord2f(1.0, 0.0);
1294     glVertex2f(1.0f, -1.0f);
1295     glTexCoord2f(0.0, 1.0);
1296     glVertex2f(-1.0f, 1.0f);
1297     glTexCoord2f(1.0, 1.0);
1298     glVertex2f(1.0f, 1.0f);
1299     glEnd();
1300
1301     glBindTexture(GL_TEXTURE_2D, buffer);
1302     memset(readback, 0x7f, sizeof(readback));
1303     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
1304     if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
1305        color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
1306     {
1307         TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
1308               readback[6], readback[9]);
1309         ret = FALSE;
1310     }
1311     else
1312     {
1313         TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
1314               readback[6], readback[9]);
1315         ret = TRUE;
1316     }
1317
1318     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
1319     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
1320     glDeleteTextures(1, &tex);
1321     glDeleteTextures(1, &buffer);
1322
1323     if(glGetError())
1324     {
1325         FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
1326         ret = FALSE;
1327     }
1328     LEAVE_GL();
1329     return ret;
1330 }
1331
1332 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1333 {
1334     struct wined3d_format *format;
1335     unsigned int fmt_idx, i;
1336     static const enum wined3d_format_id fmts16[] =
1337     {
1338         WINED3DFMT_R16_FLOAT,
1339         WINED3DFMT_R16G16_FLOAT,
1340         WINED3DFMT_R16G16B16A16_FLOAT,
1341     };
1342     BOOL filtered;
1343
1344     if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
1345     {
1346         WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
1347         if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
1348         {
1349             TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
1350             filtered = TRUE;
1351         }
1352         else if (gl_info->limits.glsl_varyings > 44)
1353         {
1354             TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
1355             filtered = TRUE;
1356         }
1357         else
1358         {
1359             TRACE("Assuming no float16 blending\n");
1360             filtered = FALSE;
1361         }
1362
1363         if(filtered)
1364         {
1365             for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1366             {
1367                 fmt_idx = getFmtIdx(fmts16[i]);
1368                 gl_info->formats[fmt_idx].flags |= WINED3DFMT_FLAG_FILTERING;
1369             }
1370         }
1371         return;
1372     }
1373
1374     for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
1375     {
1376         fmt_idx = getFmtIdx(fmts16[i]);
1377         format = &gl_info->formats[fmt_idx];
1378         if (!format->glInternal) continue; /* Not supported by GL */
1379
1380         filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
1381         if(filtered)
1382         {
1383             TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
1384             format->flags |= WINED3DFMT_FLAG_FILTERING;
1385         }
1386         else
1387         {
1388             TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
1389         }
1390     }
1391 }
1392
1393 static void apply_format_fixups(struct wined3d_gl_info *gl_info)
1394 {
1395     int idx;
1396
1397     idx = getFmtIdx(WINED3DFMT_R16_FLOAT);
1398     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1399             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1400
1401     idx = getFmtIdx(WINED3DFMT_R32_FLOAT);
1402     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1403             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1404
1405     idx = getFmtIdx(WINED3DFMT_R16G16_UNORM);
1406     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1407             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1408
1409     idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1410     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1411             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1412
1413     idx = getFmtIdx(WINED3DFMT_R32G32_FLOAT);
1414     gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1415             0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
1416
1417     /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
1418      * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
1419      * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
1420      * the only driver that implements it(fglrx) has a buggy implementation.
1421      *
1422      * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
1423      * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
1424      * conversion for this format.
1425      */
1426     if (!gl_info->supported[NV_TEXTURE_SHADER])
1427     {
1428         idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1429         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1430                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1431         idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1432         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1433                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1434     }
1435     else
1436     {
1437         idx = getFmtIdx(WINED3DFMT_R8G8_SNORM);
1438         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1439                 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1440
1441         idx = getFmtIdx(WINED3DFMT_R16G16_SNORM);
1442         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1443                 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1444     }
1445
1446     if (!gl_info->supported[NV_TEXTURE_SHADER])
1447     {
1448         /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
1449          * with each other
1450          */
1451         idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1452         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1453                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
1454         idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1455         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1456                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
1457         idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
1458         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1459                 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
1460     }
1461     else
1462     {
1463         /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
1464          * are converted at surface loading time, but they do not need any modification in
1465          * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
1466          * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
1467          */
1468     }
1469
1470     if (gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
1471     {
1472         idx = getFmtIdx(WINED3DFMT_ATI2N);
1473         gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1474                 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1475     }
1476     else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
1477     {
1478         idx = getFmtIdx(WINED3DFMT_ATI2N);
1479         gl_info->formats[idx].color_fixup= create_color_fixup_desc(
1480                 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
1481     }
1482
1483     if (!gl_info->supported[APPLE_YCBCR_422])
1484     {
1485         idx = getFmtIdx(WINED3DFMT_YUY2);
1486         gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
1487
1488         idx = getFmtIdx(WINED3DFMT_UYVY);
1489         gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
1490     }
1491
1492     idx = getFmtIdx(WINED3DFMT_YV12);
1493     gl_info->formats[idx].heightscale = 1.5f;
1494     gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
1495
1496     if (gl_info->supported[EXT_PALETTED_TEXTURE] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
1497     {
1498         idx = getFmtIdx(WINED3DFMT_P8_UINT);
1499         gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
1500     }
1501
1502     if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
1503     {
1504         idx = getFmtIdx(WINED3DFMT_B8G8R8A8_UNORM);
1505         gl_info->formats[idx].gl_vtx_format = GL_BGRA;
1506     }
1507
1508     if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
1509     {
1510         /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
1511          * It is the job of the vertex buffer code to make sure that the vbos have the right format */
1512         idx = getFmtIdx(WINED3DFMT_R16G16_FLOAT);
1513         gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT; /* == GL_HALF_FLOAT_NV */
1514
1515         idx = getFmtIdx(WINED3DFMT_R16G16B16A16_FLOAT);
1516         gl_info->formats[idx].gl_vtx_type = GL_HALF_FLOAT;
1517     }
1518 }
1519
1520 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
1521 {
1522     unsigned int i;
1523
1524     for (i = 0; i < (sizeof(format_vertex_info) / sizeof(*format_vertex_info)); ++i)
1525     {
1526         struct wined3d_format *format;
1527         int fmt_idx = getFmtIdx(format_vertex_info[i].id);
1528
1529         if (fmt_idx == -1)
1530         {
1531             ERR("Format %s (%#x) not found.\n",
1532                     debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
1533             return FALSE;
1534         }
1535
1536         format = &gl_info->formats[fmt_idx];
1537         format->emit_idx = format_vertex_info[i].emit_idx;
1538         format->component_count = format_vertex_info[i].component_count;
1539         format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
1540         format->gl_vtx_format = format_vertex_info[i].gl_vtx_format;
1541         format->gl_normalized = format_vertex_info[i].gl_normalized;
1542         format->component_size = format_vertex_info[i].component_size;
1543     }
1544
1545     return TRUE;
1546 }
1547
1548 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
1549 {
1550     if (!init_format_base_info(gl_info)) return FALSE;
1551
1552     if (!init_format_compression_info(gl_info))
1553     {
1554         HeapFree(GetProcessHeap(), 0, gl_info->formats);
1555         gl_info->formats = NULL;
1556         return FALSE;
1557     }
1558
1559     return TRUE;
1560 }
1561
1562 /* Context activation is done by the caller. */
1563 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
1564 {
1565     if (!init_format_base_info(gl_info)) return FALSE;
1566
1567     if (!init_format_compression_info(gl_info)) goto fail;
1568     if (!init_format_texture_info(gl_info)) goto fail;
1569     if (!init_format_vertex_info(gl_info)) goto fail;
1570
1571     apply_format_fixups(gl_info);
1572     init_format_fbo_compat_info(gl_info);
1573     init_format_filter_info(gl_info, vendor);
1574
1575     return TRUE;
1576
1577 fail:
1578     HeapFree(GetProcessHeap(), 0, gl_info->formats);
1579     gl_info->formats = NULL;
1580     return FALSE;
1581 }
1582
1583 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
1584         enum wined3d_format_id format_id)
1585 {
1586     int idx = getFmtIdx(format_id);
1587
1588     if (idx == -1)
1589     {
1590         FIXME("Can't find format %s (%#x) in the format lookup table\n",
1591                 debug_d3dformat(format_id), format_id);
1592         /* Get the caller a valid pointer */
1593         idx = getFmtIdx(WINED3DFMT_UNKNOWN);
1594     }
1595
1596     return &gl_info->formats[idx];
1597 }
1598
1599 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height)
1600 {
1601     UINT size;
1602
1603     if (format->id == WINED3DFMT_UNKNOWN)
1604     {
1605         size = 0;
1606     }
1607     else if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
1608     {
1609         UINT row_block_count = (width + format->block_width - 1) / format->block_width;
1610         UINT row_count = (height + format->block_height - 1) / format->block_height;
1611         size = row_count * (((row_block_count * format->block_byte_count) + alignment - 1) & ~(alignment - 1));
1612     }
1613     else
1614     {
1615         size = height * (((width * format->byte_count) + alignment - 1) & ~(alignment - 1));
1616     }
1617
1618     if (format->heightscale != 0.0f) size *= format->heightscale;
1619
1620     return size;
1621 }
1622
1623 /*****************************************************************************
1624  * Trace formatting of useful values
1625  */
1626 const char *debug_d3dformat(enum wined3d_format_id format_id)
1627 {
1628     switch (format_id)
1629     {
1630 #define FMT_TO_STR(format_id) case format_id: return #format_id
1631         FMT_TO_STR(WINED3DFMT_UNKNOWN);
1632         FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
1633         FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
1634         FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
1635         FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
1636         FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
1637         FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
1638         FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
1639         FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
1640         FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
1641         FMT_TO_STR(WINED3DFMT_P8_UINT);
1642         FMT_TO_STR(WINED3DFMT_L8_UNORM);
1643         FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
1644         FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
1645         FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
1646         FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
1647         FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
1648         FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
1649         FMT_TO_STR(WINED3DFMT_UYVY);
1650         FMT_TO_STR(WINED3DFMT_YUY2);
1651         FMT_TO_STR(WINED3DFMT_YV12);
1652         FMT_TO_STR(WINED3DFMT_DXT1);
1653         FMT_TO_STR(WINED3DFMT_DXT2);
1654         FMT_TO_STR(WINED3DFMT_DXT3);
1655         FMT_TO_STR(WINED3DFMT_DXT4);
1656         FMT_TO_STR(WINED3DFMT_DXT5);
1657         FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
1658         FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
1659         FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
1660         FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
1661         FMT_TO_STR(WINED3DFMT_D32_UNORM);
1662         FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
1663         FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
1664         FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
1665         FMT_TO_STR(WINED3DFMT_L16_UNORM);
1666         FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
1667         FMT_TO_STR(WINED3DFMT_VERTEXDATA);
1668         FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
1669         FMT_TO_STR(WINED3DFMT_ATI2N);
1670         FMT_TO_STR(WINED3DFMT_NVDB);
1671         FMT_TO_STR(WINED3DFMT_NVHU);
1672         FMT_TO_STR(WINED3DFMT_NVHS);
1673         FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
1674         FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
1675         FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
1676         FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
1677         FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
1678         FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
1679         FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
1680         FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
1681         FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
1682         FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
1683         FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
1684         FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
1685         FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
1686         FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
1687         FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
1688         FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
1689         FMT_TO_STR(WINED3DFMT_R32G32_UINT);
1690         FMT_TO_STR(WINED3DFMT_R32G32_SINT);
1691         FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
1692         FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
1693         FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
1694         FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
1695         FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
1696         FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
1697         FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
1698         FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
1699         FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
1700         FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
1701         FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
1702         FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
1703         FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
1704         FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
1705         FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
1706         FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
1707         FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
1708         FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
1709         FMT_TO_STR(WINED3DFMT_R16G16_UINT);
1710         FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
1711         FMT_TO_STR(WINED3DFMT_R16G16_SINT);
1712         FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
1713         FMT_TO_STR(WINED3DFMT_D32_FLOAT);
1714         FMT_TO_STR(WINED3DFMT_R32_FLOAT);
1715         FMT_TO_STR(WINED3DFMT_R32_UINT);
1716         FMT_TO_STR(WINED3DFMT_R32_SINT);
1717         FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
1718         FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
1719         FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
1720         FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
1721         FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
1722         FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
1723         FMT_TO_STR(WINED3DFMT_R8G8_UINT);
1724         FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
1725         FMT_TO_STR(WINED3DFMT_R8G8_SINT);
1726         FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
1727         FMT_TO_STR(WINED3DFMT_R16_FLOAT);
1728         FMT_TO_STR(WINED3DFMT_D16_UNORM);
1729         FMT_TO_STR(WINED3DFMT_R16_UNORM);
1730         FMT_TO_STR(WINED3DFMT_R16_UINT);
1731         FMT_TO_STR(WINED3DFMT_R16_SNORM);
1732         FMT_TO_STR(WINED3DFMT_R16_SINT);
1733         FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
1734         FMT_TO_STR(WINED3DFMT_R8_UNORM);
1735         FMT_TO_STR(WINED3DFMT_R8_UINT);
1736         FMT_TO_STR(WINED3DFMT_R8_SNORM);
1737         FMT_TO_STR(WINED3DFMT_R8_SINT);
1738         FMT_TO_STR(WINED3DFMT_A8_UNORM);
1739         FMT_TO_STR(WINED3DFMT_R1_UNORM);
1740         FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
1741         FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
1742         FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
1743         FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
1744         FMT_TO_STR(WINED3DFMT_BC1_UNORM);
1745         FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
1746         FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
1747         FMT_TO_STR(WINED3DFMT_BC2_UNORM);
1748         FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
1749         FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
1750         FMT_TO_STR(WINED3DFMT_BC3_UNORM);
1751         FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
1752         FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
1753         FMT_TO_STR(WINED3DFMT_BC4_UNORM);
1754         FMT_TO_STR(WINED3DFMT_BC4_SNORM);
1755         FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
1756         FMT_TO_STR(WINED3DFMT_BC5_UNORM);
1757         FMT_TO_STR(WINED3DFMT_BC5_SNORM);
1758         FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
1759         FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
1760         FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
1761         FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
1762         FMT_TO_STR(WINED3DFMT_INTZ);
1763         FMT_TO_STR(WINED3DFMT_NULL);
1764 #undef FMT_TO_STR
1765         default:
1766         {
1767             char fourcc[5];
1768             fourcc[0] = (char)(format_id);
1769             fourcc[1] = (char)(format_id >> 8);
1770             fourcc[2] = (char)(format_id >> 16);
1771             fourcc[3] = (char)(format_id >> 24);
1772             fourcc[4] = 0;
1773             if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
1774                 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
1775             else
1776                 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
1777         }
1778         return "unrecognized";
1779     }
1780 }
1781
1782 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype)
1783 {
1784     switch (devtype)
1785     {
1786 #define DEVTYPE_TO_STR(dev) case dev: return #dev
1787         DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
1788         DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
1789         DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
1790 #undef DEVTYPE_TO_STR
1791         default:
1792             FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
1793             return "unrecognized";
1794     }
1795 }
1796
1797 const char *debug_d3dusage(DWORD usage)
1798 {
1799     char buf[333];
1800
1801     buf[0] = '\0';
1802 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
1803     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
1804     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
1805     WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
1806     WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
1807     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
1808     WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
1809     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
1810     WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
1811     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
1812     WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
1813     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
1814     WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
1815     WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
1816 #undef WINED3DUSAGE_TO_STR
1817     if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
1818
1819     return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1820 }
1821
1822 const char *debug_d3dusagequery(DWORD usagequery)
1823 {
1824     char buf[238];
1825
1826     buf[0] = '\0';
1827 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
1828     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
1829     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
1830     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
1831     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
1832     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
1833     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
1834     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
1835 #undef WINED3DUSAGEQUERY_TO_STR
1836     if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
1837
1838     return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
1839 }
1840
1841 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
1842     switch (method) {
1843 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
1844         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
1845         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
1846         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
1847         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
1848         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
1849         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
1850         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
1851 #undef WINED3DDECLMETHOD_TO_STR
1852         default:
1853             FIXME("Unrecognized %u declaration method!\n", method);
1854             return "unrecognized";
1855     }
1856 }
1857
1858 const char* debug_d3ddeclusage(BYTE usage) {
1859     switch (usage) {
1860 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
1861         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
1862         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
1863         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
1864         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
1865         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
1866         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
1867         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
1868         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
1869         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
1870         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
1871         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
1872         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
1873         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
1874         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
1875 #undef WINED3DDECLUSAGE_TO_STR
1876         default:
1877             FIXME("Unrecognized %u declaration usage!\n", usage);
1878             return "unrecognized";
1879     }
1880 }
1881
1882 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res)
1883 {
1884     switch (res)
1885     {
1886 #define RES_TO_STR(res) case res: return #res
1887         RES_TO_STR(WINED3DRTYPE_SURFACE);
1888         RES_TO_STR(WINED3DRTYPE_VOLUME);
1889         RES_TO_STR(WINED3DRTYPE_TEXTURE);
1890         RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
1891         RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
1892         RES_TO_STR(WINED3DRTYPE_BUFFER);
1893 #undef  RES_TO_STR
1894         default:
1895             FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
1896             return "unrecognized";
1897     }
1898 }
1899
1900 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType)
1901 {
1902     switch (PrimitiveType)
1903     {
1904 #define PRIM_TO_STR(prim) case prim: return #prim
1905         PRIM_TO_STR(WINED3DPT_UNDEFINED);
1906         PRIM_TO_STR(WINED3DPT_POINTLIST);
1907         PRIM_TO_STR(WINED3DPT_LINELIST);
1908         PRIM_TO_STR(WINED3DPT_LINESTRIP);
1909         PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
1910         PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
1911         PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
1912         PRIM_TO_STR(WINED3DPT_LINELIST_ADJ);
1913         PRIM_TO_STR(WINED3DPT_LINESTRIP_ADJ);
1914         PRIM_TO_STR(WINED3DPT_TRIANGLELIST_ADJ);
1915         PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP_ADJ);
1916 #undef  PRIM_TO_STR
1917         default:
1918             FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
1919             return "unrecognized";
1920     }
1921 }
1922
1923 const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state)
1924 {
1925     switch (state)
1926     {
1927 #define D3DSTATE_TO_STR(u) case u: return #u
1928         D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS);
1929         D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE);
1930         D3DSTATE_TO_STR(WINED3DRS_WRAPU);
1931         D3DSTATE_TO_STR(WINED3DRS_WRAPV);
1932         D3DSTATE_TO_STR(WINED3DRS_ZENABLE);
1933         D3DSTATE_TO_STR(WINED3DRS_FILLMODE);
1934         D3DSTATE_TO_STR(WINED3DRS_SHADEMODE);
1935         D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN);
1936         D3DSTATE_TO_STR(WINED3DRS_MONOENABLE);
1937         D3DSTATE_TO_STR(WINED3DRS_ROP2);
1938         D3DSTATE_TO_STR(WINED3DRS_PLANEMASK);
1939         D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE);
1940         D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE);
1941         D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL);
1942         D3DSTATE_TO_STR(WINED3DRS_SRCBLEND);
1943         D3DSTATE_TO_STR(WINED3DRS_DESTBLEND);
1944         D3DSTATE_TO_STR(WINED3DRS_CULLMODE);
1945         D3DSTATE_TO_STR(WINED3DRS_ZFUNC);
1946         D3DSTATE_TO_STR(WINED3DRS_ALPHAREF);
1947         D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC);
1948         D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE);
1949         D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE);
1950         D3DSTATE_TO_STR(WINED3DRS_FOGENABLE);
1951         D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE);
1952         D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE);
1953         D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL);
1954         D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX);
1955         D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA);
1956         D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR);
1957         D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE);
1958         D3DSTATE_TO_STR(WINED3DRS_FOGSTART);
1959         D3DSTATE_TO_STR(WINED3DRS_FOGEND);
1960         D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY);
1961         D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE);
1962         D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS);
1963         D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE);
1964         D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS);
1965         D3DSTATE_TO_STR(WINED3DRS_ZBIAS);
1966         D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE);
1967         D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY);
1968         D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH);
1969         D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
1970         D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE);
1971         D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL);
1972         D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL);
1973         D3DSTATE_TO_STR(WINED3DRS_STENCILPASS);
1974         D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC);
1975         D3DSTATE_TO_STR(WINED3DRS_STENCILREF);
1976         D3DSTATE_TO_STR(WINED3DRS_STENCILMASK);
1977         D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK);
1978         D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR);
1979         D3DSTATE_TO_STR(WINED3DRS_WRAP0);
1980         D3DSTATE_TO_STR(WINED3DRS_WRAP1);
1981         D3DSTATE_TO_STR(WINED3DRS_WRAP2);
1982         D3DSTATE_TO_STR(WINED3DRS_WRAP3);
1983         D3DSTATE_TO_STR(WINED3DRS_WRAP4);
1984         D3DSTATE_TO_STR(WINED3DRS_WRAP5);
1985         D3DSTATE_TO_STR(WINED3DRS_WRAP6);
1986         D3DSTATE_TO_STR(WINED3DRS_WRAP7);
1987         D3DSTATE_TO_STR(WINED3DRS_CLIPPING);
1988         D3DSTATE_TO_STR(WINED3DRS_LIGHTING);
1989         D3DSTATE_TO_STR(WINED3DRS_EXTENTS);
1990         D3DSTATE_TO_STR(WINED3DRS_AMBIENT);
1991         D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE);
1992         D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX);
1993         D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER);
1994         D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS);
1995         D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE);
1996         D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE);
1997         D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE);
1998         D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE);
1999         D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE);
2000         D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND);
2001         D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE);
2002         D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING);
2003         D3DSTATE_TO_STR(WINED3DRS_POINTSIZE);
2004         D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN);
2005         D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE);
2006         D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE);
2007         D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A);
2008         D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B);
2009         D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C);
2010         D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS);
2011         D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK);
2012         D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE);
2013         D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS);
2014         D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN);
2015         D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX);
2016         D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE);
2017         D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE);
2018         D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR);
2019         D3DSTATE_TO_STR(WINED3DRS_BLENDOP);
2020         D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE);
2021         D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE);
2022         D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE);
2023         D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS);
2024         D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE);
2025         D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL);
2026         D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL);
2027         D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X);
2028         D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y);
2029         D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z);
2030         D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W);
2031         D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
2032         D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE);
2033         D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL);
2034         D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL);
2035         D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS);
2036         D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC);
2037         D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1);
2038         D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2);
2039         D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3);
2040         D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR);
2041         D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE);
2042         D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS);
2043         D3DSTATE_TO_STR(WINED3DRS_WRAP8);
2044         D3DSTATE_TO_STR(WINED3DRS_WRAP9);
2045         D3DSTATE_TO_STR(WINED3DRS_WRAP10);
2046         D3DSTATE_TO_STR(WINED3DRS_WRAP11);
2047         D3DSTATE_TO_STR(WINED3DRS_WRAP12);
2048         D3DSTATE_TO_STR(WINED3DRS_WRAP13);
2049         D3DSTATE_TO_STR(WINED3DRS_WRAP14);
2050         D3DSTATE_TO_STR(WINED3DRS_WRAP15);
2051         D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE);
2052         D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA);
2053         D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA);
2054         D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA);
2055 #undef D3DSTATE_TO_STR
2056         default:
2057             FIXME("Unrecognized %u render state!\n", state);
2058             return "unrecognized";
2059     }
2060 }
2061
2062 const char *debug_d3dsamplerstate(DWORD state)
2063 {
2064     switch (state)
2065     {
2066 #define D3DSTATE_TO_STR(u) case u: return #u
2067         D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR);
2068         D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU);
2069         D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV);
2070         D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW);
2071         D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER);
2072         D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER);
2073         D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER);
2074         D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
2075         D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL);
2076         D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
2077         D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE);
2078         D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX);
2079         D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET);
2080 #undef D3DSTATE_TO_STR
2081         default:
2082             FIXME("Unrecognized %u sampler state!\n", state);
2083             return "unrecognized";
2084     }
2085 }
2086
2087 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
2088     switch (filter_type) {
2089 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
2090         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
2091         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
2092         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
2093         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
2094         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
2095         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
2096         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
2097         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
2098 #undef D3DTEXTUREFILTERTYPE_TO_STR
2099         default:
2100             FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
2101             return "unrecognized";
2102     }
2103 }
2104
2105 const char *debug_d3dtexturestate(DWORD state)
2106 {
2107     switch (state)
2108     {
2109 #define D3DSTATE_TO_STR(u) case u: return #u
2110         D3DSTATE_TO_STR(WINED3DTSS_COLOROP);
2111         D3DSTATE_TO_STR(WINED3DTSS_COLORARG1);
2112         D3DSTATE_TO_STR(WINED3DTSS_COLORARG2);
2113         D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP);
2114         D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1);
2115         D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2);
2116         D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00);
2117         D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01);
2118         D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10);
2119         D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11);
2120         D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX);
2121         D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE);
2122         D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET);
2123         D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS);
2124         D3DSTATE_TO_STR(WINED3DTSS_COLORARG0);
2125         D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0);
2126         D3DSTATE_TO_STR(WINED3DTSS_RESULTARG);
2127         D3DSTATE_TO_STR(WINED3DTSS_CONSTANT);
2128 #undef D3DSTATE_TO_STR
2129         default:
2130             FIXME("Unrecognized %u texture state!\n", state);
2131             return "unrecognized";
2132     }
2133 }
2134
2135 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
2136     switch (d3dtop) {
2137 #define D3DTOP_TO_STR(u) case u: return #u
2138         D3DTOP_TO_STR(WINED3DTOP_DISABLE);
2139         D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
2140         D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
2141         D3DTOP_TO_STR(WINED3DTOP_MODULATE);
2142         D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
2143         D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
2144         D3DTOP_TO_STR(WINED3DTOP_ADD);
2145         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
2146         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
2147         D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
2148         D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
2149         D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
2150         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
2151         D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
2152         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
2153         D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
2154         D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
2155         D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
2156         D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
2157         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
2158         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
2159         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
2160         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
2161         D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
2162         D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
2163         D3DTOP_TO_STR(WINED3DTOP_LERP);
2164 #undef D3DTOP_TO_STR
2165         default:
2166             FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
2167             return "unrecognized";
2168     }
2169 }
2170
2171 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
2172     switch (tstype) {
2173 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
2174     TSTYPE_TO_STR(WINED3DTS_VIEW);
2175     TSTYPE_TO_STR(WINED3DTS_PROJECTION);
2176     TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
2177     TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
2178     TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
2179     TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
2180     TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
2181     TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
2182     TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
2183     TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
2184     TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
2185 #undef TSTYPE_TO_STR
2186     default:
2187         if (tstype > 256 && tstype < 512) {
2188             FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
2189             return ("WINED3DTS_WORLDMATRIX > 0");
2190         }
2191         FIXME("Unrecognized %u WINED3DTS\n", tstype);
2192         return "unrecognized";
2193     }
2194 }
2195
2196 const char *debug_d3dstate(DWORD state)
2197 {
2198     if (STATE_IS_RENDER(state))
2199         return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
2200     if (STATE_IS_TEXTURESTAGE(state))
2201     {
2202         DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2203         DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
2204         return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
2205                 texture_stage, debug_d3dtexturestate(texture_state));
2206     }
2207     if (STATE_IS_SAMPLER(state))
2208         return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
2209     if (STATE_IS_PIXELSHADER(state))
2210         return "STATE_PIXELSHADER";
2211     if (STATE_IS_TRANSFORM(state))
2212         return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
2213     if (STATE_IS_STREAMSRC(state))
2214         return "STATE_STREAMSRC";
2215     if (STATE_IS_INDEXBUFFER(state))
2216         return "STATE_INDEXBUFFER";
2217     if (STATE_IS_VDECL(state))
2218         return "STATE_VDECL";
2219     if (STATE_IS_VSHADER(state))
2220         return "STATE_VSHADER";
2221     if (STATE_IS_VIEWPORT(state))
2222         return "STATE_VIEWPORT";
2223     if (STATE_IS_VERTEXSHADERCONSTANT(state))
2224         return "STATE_VERTEXSHADERCONSTANT";
2225     if (STATE_IS_PIXELSHADERCONSTANT(state))
2226         return "STATE_PIXELSHADERCONSTANT";
2227     if (STATE_IS_ACTIVELIGHT(state))
2228         return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
2229     if (STATE_IS_SCISSORRECT(state))
2230         return "STATE_SCISSORRECT";
2231     if (STATE_IS_CLIPPLANE(state))
2232         return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
2233     if (STATE_IS_MATERIAL(state))
2234         return "STATE_MATERIAL";
2235     if (STATE_IS_FRONTFACE(state))
2236         return "STATE_FRONTFACE";
2237     if (STATE_IS_POINTSPRITECOORDORIGIN(state))
2238         return "STATE_POINTSPRITECOORDORIGIN";
2239
2240     return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
2241 }
2242
2243 const char *debug_d3dpool(WINED3DPOOL pool)
2244 {
2245     switch (pool)
2246     {
2247 #define POOL_TO_STR(p) case p: return #p
2248         POOL_TO_STR(WINED3DPOOL_DEFAULT);
2249         POOL_TO_STR(WINED3DPOOL_MANAGED);
2250         POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
2251         POOL_TO_STR(WINED3DPOOL_SCRATCH);
2252 #undef  POOL_TO_STR
2253         default:
2254             FIXME("Unrecognized %u WINED3DPOOL!\n", pool);
2255             return "unrecognized";
2256     }
2257 }
2258
2259 const char *debug_fbostatus(GLenum status) {
2260     switch(status) {
2261 #define FBOSTATUS_TO_STR(u) case u: return #u
2262         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
2263         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
2264         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
2265         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
2266         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
2267         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
2268         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
2269         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
2270         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
2271         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
2272 #undef FBOSTATUS_TO_STR
2273         default:
2274             FIXME("Unrecognied FBO status 0x%08x\n", status);
2275             return "unrecognized";
2276     }
2277 }
2278
2279 const char *debug_glerror(GLenum error) {
2280     switch(error) {
2281 #define GLERROR_TO_STR(u) case u: return #u
2282         GLERROR_TO_STR(GL_NO_ERROR);
2283         GLERROR_TO_STR(GL_INVALID_ENUM);
2284         GLERROR_TO_STR(GL_INVALID_VALUE);
2285         GLERROR_TO_STR(GL_INVALID_OPERATION);
2286         GLERROR_TO_STR(GL_STACK_OVERFLOW);
2287         GLERROR_TO_STR(GL_STACK_UNDERFLOW);
2288         GLERROR_TO_STR(GL_OUT_OF_MEMORY);
2289         GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
2290 #undef GLERROR_TO_STR
2291         default:
2292             FIXME("Unrecognied GL error 0x%08x\n", error);
2293             return "unrecognized";
2294     }
2295 }
2296
2297 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
2298     switch(basis) {
2299         case WINED3DBASIS_BEZIER:       return "WINED3DBASIS_BEZIER";
2300         case WINED3DBASIS_BSPLINE:      return "WINED3DBASIS_BSPLINE";
2301         case WINED3DBASIS_INTERPOLATE:  return "WINED3DBASIS_INTERPOLATE";
2302         default:                        return "unrecognized";
2303     }
2304 }
2305
2306 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
2307     switch(degree) {
2308         case WINED3DDEGREE_LINEAR:      return "WINED3DDEGREE_LINEAR";
2309         case WINED3DDEGREE_QUADRATIC:   return "WINED3DDEGREE_QUADRATIC";
2310         case WINED3DDEGREE_CUBIC:       return "WINED3DDEGREE_CUBIC";
2311         case WINED3DDEGREE_QUINTIC:     return "WINED3DDEGREE_QUINTIC";
2312         default:                        return "unrecognized";
2313     }
2314 }
2315
2316 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
2317 {
2318     switch(source)
2319     {
2320 #define WINED3D_TO_STR(x) case x: return #x
2321         WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
2322         WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
2323         WINED3D_TO_STR(CHANNEL_SOURCE_X);
2324         WINED3D_TO_STR(CHANNEL_SOURCE_Y);
2325         WINED3D_TO_STR(CHANNEL_SOURCE_Z);
2326         WINED3D_TO_STR(CHANNEL_SOURCE_W);
2327         WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
2328         WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
2329 #undef WINED3D_TO_STR
2330         default:
2331             FIXME("Unrecognized fixup_channel_source %#x\n", source);
2332             return "unrecognized";
2333     }
2334 }
2335
2336 static const char *debug_complex_fixup(enum complex_fixup fixup)
2337 {
2338     switch(fixup)
2339     {
2340 #define WINED3D_TO_STR(x) case x: return #x
2341         WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
2342         WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
2343         WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
2344         WINED3D_TO_STR(COMPLEX_FIXUP_P8);
2345 #undef WINED3D_TO_STR
2346         default:
2347             FIXME("Unrecognized complex fixup %#x\n", fixup);
2348             return "unrecognized";
2349     }
2350 }
2351
2352 void dump_color_fixup_desc(struct color_fixup_desc fixup)
2353 {
2354     if (is_complex_fixup(fixup))
2355     {
2356         TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
2357         return;
2358     }
2359
2360     TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
2361     TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
2362     TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
2363     TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
2364 }
2365
2366 const char *debug_surflocation(DWORD flag) {
2367     char buf[128];
2368
2369     buf[0] = 0;
2370     if(flag & SFLAG_INSYSMEM) strcat(buf, " | SFLAG_INSYSMEM");
2371     if(flag & SFLAG_INDRAWABLE) strcat(buf, " | SFLAG_INDRAWABLE");
2372     if(flag & SFLAG_INTEXTURE) strcat(buf, " | SFLAG_INTEXTURE");
2373     if(flag & SFLAG_INSRGBTEX) strcat(buf, " | SFLAG_INSRGBTEX");
2374     return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
2375 }
2376
2377 /*****************************************************************************
2378  * Useful functions mapping GL <-> D3D values
2379  */
2380 GLenum StencilOp(DWORD op) {
2381     switch(op) {
2382     case WINED3DSTENCILOP_KEEP    : return GL_KEEP;
2383     case WINED3DSTENCILOP_ZERO    : return GL_ZERO;
2384     case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
2385     case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
2386     case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
2387     case WINED3DSTENCILOP_INVERT  : return GL_INVERT;
2388     case WINED3DSTENCILOP_INCR    : return GL_INCR_WRAP_EXT;
2389     case WINED3DSTENCILOP_DECR    : return GL_DECR_WRAP_EXT;
2390     default:
2391         FIXME("Unrecognized stencil op %d\n", op);
2392         return GL_KEEP;
2393     }
2394 }
2395
2396 GLenum CompareFunc(DWORD func) {
2397     switch ((WINED3DCMPFUNC)func) {
2398     case WINED3DCMP_NEVER        : return GL_NEVER;
2399     case WINED3DCMP_LESS         : return GL_LESS;
2400     case WINED3DCMP_EQUAL        : return GL_EQUAL;
2401     case WINED3DCMP_LESSEQUAL    : return GL_LEQUAL;
2402     case WINED3DCMP_GREATER      : return GL_GREATER;
2403     case WINED3DCMP_NOTEQUAL     : return GL_NOTEQUAL;
2404     case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
2405     case WINED3DCMP_ALWAYS       : return GL_ALWAYS;
2406     default:
2407         FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
2408         return 0;
2409     }
2410 }
2411
2412 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2413         WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2414 {
2415     if (op == WINED3DTOP_DISABLE) return FALSE;
2416     if (state->textures[stage]) return FALSE;
2417
2418     if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2419             && op != WINED3DTOP_SELECTARG2) return TRUE;
2420     if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2421             && op != WINED3DTOP_SELECTARG1) return TRUE;
2422     if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
2423             && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
2424
2425     return FALSE;
2426 }
2427
2428 /* Setup this textures matrix according to the texture flags*/
2429 /* GL locking is done by the caller (state handler) */
2430 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed,
2431         enum wined3d_format_id vtx_fmt, BOOL ffp_proj_control)
2432 {
2433     float mat[16];
2434
2435     glMatrixMode(GL_TEXTURE);
2436     checkGLcall("glMatrixMode(GL_TEXTURE)");
2437
2438     if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
2439         glLoadIdentity();
2440         checkGLcall("glLoadIdentity()");
2441         return;
2442     }
2443
2444     if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
2445         ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
2446         return;
2447     }
2448
2449     memcpy(mat, smat, 16 * sizeof(float));
2450
2451     if (flags & WINED3DTTFF_PROJECTED) {
2452         if(!ffp_proj_control) {
2453             switch (flags & ~WINED3DTTFF_PROJECTED) {
2454             case WINED3DTTFF_COUNT2:
2455                 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
2456                 mat[1] = mat[5] = mat[9] = mat[13] = 0;
2457                 break;
2458             case WINED3DTTFF_COUNT3:
2459                 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
2460                 mat[2] = mat[6] = mat[10] = mat[14] = 0;
2461                 break;
2462             }
2463         }
2464     } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
2465         if(!calculatedCoords) {
2466             switch(vtx_fmt)
2467             {
2468                 case WINED3DFMT_R32_FLOAT:
2469                     /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
2470                      * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
2471                      * the input value to the transformation will be 0, so the matrix value is irrelevant
2472                      */
2473                     mat[12] = mat[4];
2474                     mat[13] = mat[5];
2475                     mat[14] = mat[6];
2476                     mat[15] = mat[7];
2477                     break;
2478                 case WINED3DFMT_R32G32_FLOAT:
2479                     /* See above, just 3rd and 4th coord
2480                     */
2481                     mat[12] = mat[8];
2482                     mat[13] = mat[9];
2483                     mat[14] = mat[10];
2484                     mat[15] = mat[11];
2485                     break;
2486                 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
2487                 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
2488
2489                 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
2490                  * into a bad place. The division elimination below will apply to make sure the
2491                  * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
2492                  */
2493                 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
2494                     break;
2495                 default:
2496                     FIXME("Unexpected fixed function texture coord input\n");
2497             }
2498         }
2499         if(!ffp_proj_control) {
2500             switch (flags & ~WINED3DTTFF_PROJECTED) {
2501                 /* case WINED3DTTFF_COUNT1: Won't ever get here */
2502                 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
2503                 /* OpenGL divides the first 3 vertex coord by the 4th by default,
2504                 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
2505                 * the 4th coord evaluates to 1.0 to eliminate that.
2506                 *
2507                 * If the fixed function pipeline is used, the 4th value remains unused,
2508                 * so there is no danger in doing this. With vertex shaders we have a
2509                 * problem. Should an app hit that problem, the code here would have to
2510                 * check for pixel shaders, and the shader has to undo the default gl divide.
2511                 *
2512                 * A more serious problem occurs if the app passes 4 coordinates in, and the
2513                 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
2514                 * or a replacement shader
2515                 */
2516                 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
2517             }
2518         }
2519     }
2520
2521     glLoadMatrixf(mat);
2522     checkGLcall("glLoadMatrixf(mat)");
2523 }
2524
2525 /* This small helper function is used to convert a bitmask into the number of masked bits */
2526 unsigned int count_bits(unsigned int mask)
2527 {
2528     unsigned int count;
2529     for (count = 0; mask; ++count)
2530     {
2531         mask &= mask - 1;
2532     }
2533     return count;
2534 }
2535
2536 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
2537  * The later function requires individual color components. */
2538 BOOL getColorBits(const struct wined3d_format *format,
2539         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
2540 {
2541     TRACE("format %s.\n", debug_d3dformat(format->id));
2542
2543     switch (format->id)
2544     {
2545         case WINED3DFMT_B10G10R10A2_UNORM:
2546         case WINED3DFMT_R10G10B10A2_UNORM:
2547         case WINED3DFMT_B8G8R8X8_UNORM:
2548         case WINED3DFMT_B8G8R8_UNORM:
2549         case WINED3DFMT_B8G8R8A8_UNORM:
2550         case WINED3DFMT_R8G8B8A8_UNORM:
2551         case WINED3DFMT_B5G5R5X1_UNORM:
2552         case WINED3DFMT_B5G5R5A1_UNORM:
2553         case WINED3DFMT_B5G6R5_UNORM:
2554         case WINED3DFMT_B4G4R4X4_UNORM:
2555         case WINED3DFMT_B4G4R4A4_UNORM:
2556         case WINED3DFMT_B2G3R3_UNORM:
2557         case WINED3DFMT_P8_UINT_A8_UNORM:
2558         case WINED3DFMT_P8_UINT:
2559             break;
2560         default:
2561             FIXME("Unsupported format %s.\n", debug_d3dformat(format->id));
2562             return FALSE;
2563     }
2564
2565     *redSize = count_bits(format->red_mask);
2566     *greenSize = count_bits(format->green_mask);
2567     *blueSize = count_bits(format->blue_mask);
2568     *alphaSize = count_bits(format->alpha_mask);
2569     *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
2570
2571     TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for format %s.\n",
2572             *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format->id));
2573     return TRUE;
2574 }
2575
2576 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
2577 BOOL getDepthStencilBits(const struct wined3d_format *format, short *depthSize, short *stencilSize)
2578 {
2579     TRACE("format %s.\n", debug_d3dformat(format->id));
2580
2581     switch (format->id)
2582     {
2583         case WINED3DFMT_D16_LOCKABLE:
2584         case WINED3DFMT_D16_UNORM:
2585         case WINED3DFMT_S1_UINT_D15_UNORM:
2586         case WINED3DFMT_X8D24_UNORM:
2587         case WINED3DFMT_S4X4_UINT_D24_UNORM:
2588         case WINED3DFMT_D24_UNORM_S8_UINT:
2589         case WINED3DFMT_S8_UINT_D24_FLOAT:
2590         case WINED3DFMT_D32_UNORM:
2591         case WINED3DFMT_D32_FLOAT:
2592         case WINED3DFMT_INTZ:
2593             break;
2594         default:
2595             FIXME("Unsupported depth/stencil format %s.\n", debug_d3dformat(format->id));
2596             return FALSE;
2597     }
2598
2599     *depthSize = format->depth_size;
2600     *stencilSize = format->stencil_size;
2601
2602     TRACE("Returning depthSize: %d and stencilSize: %d for format %s.\n",
2603             *depthSize, *stencilSize, debug_d3dformat(format->id));
2604     return TRUE;
2605 }
2606
2607 /* Note: It's the caller's responsibility to ensure values can be expressed
2608  * in the requested format. UNORM formats for example can only express values
2609  * in the range 0.0f -> 1.0f. */
2610 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const WINED3DCOLORVALUE *color)
2611 {
2612     static const struct
2613     {
2614         enum wined3d_format_id format_id;
2615         float r_mul;
2616         float g_mul;
2617         float b_mul;
2618         float a_mul;
2619         BYTE r_shift;
2620         BYTE g_shift;
2621         BYTE b_shift;
2622         BYTE a_shift;
2623     }
2624     conv[] =
2625     {
2626         {WINED3DFMT_B8G8R8A8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f, 16,  8,  0, 24},
2627         {WINED3DFMT_B8G8R8X8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f, 16,  8,  0, 24},
2628         {WINED3DFMT_B8G8R8_UNORM,       255.0f,  255.0f,  255.0f,  255.0f, 16,  8,  0, 24},
2629         {WINED3DFMT_B5G6R5_UNORM,        31.0f,   63.0f,   31.0f,    0.0f, 11,  5,  0,  0},
2630         {WINED3DFMT_B5G5R5A1_UNORM,      31.0f,   31.0f,   31.0f,    1.0f, 10,  5,  0, 15},
2631         {WINED3DFMT_B5G5R5X1_UNORM,      31.0f,   31.0f,   31.0f,    1.0f, 10,  5,  0, 15},
2632         {WINED3DFMT_A8_UNORM,             0.0f,    0.0f,    0.0f,  255.0f,  0,  0,  0,  0},
2633         {WINED3DFMT_B4G4R4A4_UNORM,      15.0f,   15.0f,   15.0f,   15.0f,  8,  4,  0, 12},
2634         {WINED3DFMT_B4G4R4X4_UNORM,      15.0f,   15.0f,   15.0f,   15.0f,  8,  4,  0, 12},
2635         {WINED3DFMT_B2G3R3_UNORM,         7.0f,    7.0f,    3.0f,    0.0f,  5,  2,  0,  0},
2636         {WINED3DFMT_R8G8B8A8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f,  0,  8, 16, 24},
2637         {WINED3DFMT_R8G8B8X8_UNORM,     255.0f,  255.0f,  255.0f,  255.0f,  0,  8, 16, 24},
2638         {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f,    3.0f, 20, 10,  0, 30},
2639         {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f,    3.0f,  0, 10, 20, 30},
2640     };
2641     unsigned int i;
2642
2643     TRACE("Converting color {%.8e %.8e %.8e %.8e} to format %s.\n",
2644             color->r, color->g, color->b, color->a, debug_d3dformat(format->id));
2645
2646     for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
2647     {
2648         DWORD ret;
2649
2650         if (format->id != conv[i].format_id) continue;
2651
2652         ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
2653         ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
2654         ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
2655         ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
2656
2657         TRACE("Returning 0x%08x.\n", ret);
2658
2659         return ret;
2660     }
2661
2662     FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
2663
2664     return 0;
2665 }
2666
2667 /* DirectDraw stuff */
2668 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
2669 {
2670     switch (depth)
2671     {
2672         case 8:  return WINED3DFMT_P8_UINT;
2673         case 15: return WINED3DFMT_B5G5R5X1_UNORM;
2674         case 16: return WINED3DFMT_B5G6R5_UNORM;
2675         case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
2676         case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
2677         default: return WINED3DFMT_UNKNOWN;
2678     }
2679 }
2680
2681 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
2682     WINED3DMATRIX temp;
2683
2684     /* Now do the multiplication 'by hand'.
2685        I know that all this could be optimised, but this will be done later :-) */
2686     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);
2687     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);
2688     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);
2689     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);
2690
2691     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);
2692     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);
2693     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);
2694     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);
2695
2696     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);
2697     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);
2698     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);
2699     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);
2700
2701     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);
2702     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);
2703     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);
2704     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);
2705
2706     /* And copy the new matrix in the good storage.. */
2707     memcpy(dest, &temp, 16 * sizeof(float));
2708 }
2709
2710 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
2711     DWORD size = 0;
2712     int i;
2713     int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2714
2715     if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2716     if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2717     if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2718     if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2719     switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
2720         case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
2721         case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2722         case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
2723         case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
2724         case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
2725         case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
2726         case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
2727         case WINED3DFVF_XYZW:   size += 4 * sizeof(float); break;
2728         default: ERR("Unexpected position mask\n");
2729     }
2730     for (i = 0; i < numTextures; i++) {
2731         size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
2732     }
2733
2734     return size;
2735 }
2736
2737 void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype)
2738 {
2739 #define ARG1 0x01
2740 #define ARG2 0x02
2741 #define ARG0 0x04
2742     static const unsigned char args[WINED3DTOP_LERP + 1] = {
2743         /* undefined                        */  0,
2744         /* D3DTOP_DISABLE                   */  0,
2745         /* D3DTOP_SELECTARG1                */  ARG1,
2746         /* D3DTOP_SELECTARG2                */  ARG2,
2747         /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
2748         /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
2749         /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
2750         /* D3DTOP_ADD                       */  ARG1 | ARG2,
2751         /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
2752         /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
2753         /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
2754         /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
2755         /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
2756         /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
2757         /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
2758         /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
2759         /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
2760         /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
2761         /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
2762         /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
2763         /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
2764         /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
2765         /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
2766         /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
2767         /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
2768         /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
2769         /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
2770     };
2771     unsigned int i;
2772     DWORD ttff;
2773     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
2774     IWineD3DDeviceImpl *device = stateblock->device;
2775     IWineD3DSurfaceImpl *rt = device->render_targets[0];
2776     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2777
2778     for (i = 0; i < gl_info->limits.texture_stages; ++i)
2779     {
2780         const struct wined3d_texture *texture;
2781
2782         settings->op[i].padding = 0;
2783         if (stateblock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
2784         {
2785             settings->op[i].cop = WINED3DTOP_DISABLE;
2786             settings->op[i].aop = WINED3DTOP_DISABLE;
2787             settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
2788             settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
2789             settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2790             settings->op[i].dst = resultreg;
2791             settings->op[i].tex_type = tex_1d;
2792             settings->op[i].projected = proj_none;
2793             i++;
2794             break;
2795         }
2796
2797         if ((texture = stateblock->state.textures[i]))
2798         {
2799             settings->op[i].color_fixup = texture->resource.format->color_fixup;
2800             if (ignore_textype)
2801             {
2802                 settings->op[i].tex_type = tex_1d;
2803             }
2804             else
2805             {
2806                 switch (texture->target)
2807                 {
2808                     case GL_TEXTURE_1D:
2809                         settings->op[i].tex_type = tex_1d;
2810                         break;
2811                     case GL_TEXTURE_2D:
2812                         settings->op[i].tex_type = tex_2d;
2813                         break;
2814                     case GL_TEXTURE_3D:
2815                         settings->op[i].tex_type = tex_3d;
2816                         break;
2817                     case GL_TEXTURE_CUBE_MAP_ARB:
2818                         settings->op[i].tex_type = tex_cube;
2819                         break;
2820                     case GL_TEXTURE_RECTANGLE_ARB:
2821                         settings->op[i].tex_type = tex_rect;
2822                         break;
2823                 }
2824             }
2825         } else {
2826             settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
2827             settings->op[i].tex_type = tex_1d;
2828         }
2829
2830         cop = stateblock->state.texture_states[i][WINED3DTSS_COLOROP];
2831         aop = stateblock->state.texture_states[i][WINED3DTSS_ALPHAOP];
2832
2833         carg1 = (args[cop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
2834         carg2 = (args[cop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
2835         carg0 = (args[cop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
2836
2837         if (is_invalid_op(&stateblock->state, i, cop, carg1, carg2, carg0))
2838         {
2839             carg0 = ARG_UNUSED;
2840             carg2 = ARG_UNUSED;
2841             carg1 = WINED3DTA_CURRENT;
2842             cop = WINED3DTOP_SELECTARG1;
2843         }
2844
2845         if(cop == WINED3DTOP_DOTPRODUCT3) {
2846             /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
2847              * the color result to the alpha component of the destination
2848              */
2849             aop = cop;
2850             aarg1 = carg1;
2851             aarg2 = carg2;
2852             aarg0 = carg0;
2853         }
2854         else
2855         {
2856             aarg1 = (args[aop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
2857             aarg2 = (args[aop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
2858             aarg0 = (args[aop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
2859         }
2860
2861         if (!i && stateblock->state.textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
2862         {
2863             GLenum texture_dimensions;
2864
2865             texture = stateblock->state.textures[0];
2866             texture_dimensions = texture->target;
2867
2868             if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2869             {
2870                 IWineD3DSurfaceImpl *surf = surface_from_resource(texture->sub_resources[0]);
2871
2872                 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
2873                 {
2874                     if (aop == WINED3DTOP_DISABLE)
2875                     {
2876                        aarg1 = WINED3DTA_TEXTURE;
2877                        aop = WINED3DTOP_SELECTARG1;
2878                     }
2879                     else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
2880                     {
2881                         if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
2882                         {
2883                             aarg2 = WINED3DTA_TEXTURE;
2884                             aop = WINED3DTOP_MODULATE;
2885                         }
2886                         else aarg1 = WINED3DTA_TEXTURE;
2887                     }
2888                     else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
2889                     {
2890                         if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
2891                         {
2892                             aarg1 = WINED3DTA_TEXTURE;
2893                             aop = WINED3DTOP_MODULATE;
2894                         }
2895                         else aarg2 = WINED3DTA_TEXTURE;
2896                     }
2897                 }
2898             }
2899         }
2900
2901         if (is_invalid_op(&stateblock->state, i, aop, aarg1, aarg2, aarg0))
2902         {
2903                aarg0 = ARG_UNUSED;
2904                aarg2 = ARG_UNUSED;
2905                aarg1 = WINED3DTA_CURRENT;
2906                aop = WINED3DTOP_SELECTARG1;
2907         }
2908
2909         if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
2910                 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
2911         {
2912             ttff = stateblock->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2913             if (ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3))
2914             {
2915                 settings->op[i].projected = proj_count3;
2916             } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
2917                 settings->op[i].projected = proj_count4;
2918             } else {
2919                 settings->op[i].projected = proj_none;
2920             }
2921         } else {
2922             settings->op[i].projected = proj_none;
2923         }
2924
2925         settings->op[i].cop = cop;
2926         settings->op[i].aop = aop;
2927         settings->op[i].carg0 = carg0;
2928         settings->op[i].carg1 = carg1;
2929         settings->op[i].carg2 = carg2;
2930         settings->op[i].aarg0 = aarg0;
2931         settings->op[i].aarg1 = aarg1;
2932         settings->op[i].aarg2 = aarg2;
2933
2934         if (stateblock->state.texture_states[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP)
2935         {
2936             settings->op[i].dst = tempreg;
2937         } else {
2938             settings->op[i].dst = resultreg;
2939         }
2940     }
2941
2942     /* Clear unsupported stages */
2943     for(; i < MAX_TEXTURES; i++) {
2944         memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
2945     }
2946
2947     if (!stateblock->state.render_states[WINED3DRS_FOGENABLE])
2948     {
2949         settings->fog = FOG_OFF;
2950     }
2951     else if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
2952     {
2953         if (use_vs(&stateblock->state) || stateblock->state.vertex_declaration->position_transformed)
2954         {
2955             settings->fog = FOG_LINEAR;
2956         }
2957         else
2958         {
2959             switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE])
2960             {
2961                 case WINED3DFOG_NONE:
2962                 case WINED3DFOG_LINEAR:
2963                     settings->fog = FOG_LINEAR;
2964                     break;
2965                 case WINED3DFOG_EXP:
2966                     settings->fog = FOG_EXP;
2967                     break;
2968                 case WINED3DFOG_EXP2:
2969                     settings->fog = FOG_EXP2;
2970                     break;
2971             }
2972         }
2973     }
2974     else
2975     {
2976         switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE])
2977         {
2978             case WINED3DFOG_LINEAR:
2979                 settings->fog = FOG_LINEAR;
2980                 break;
2981             case WINED3DFOG_EXP:
2982                 settings->fog = FOG_EXP;
2983                 break;
2984             case WINED3DFOG_EXP2:
2985                 settings->fog = FOG_EXP2;
2986                 break;
2987         }
2988     }
2989     if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE]
2990             && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
2991     {
2992         settings->sRGB_write = 1;
2993     } else {
2994         settings->sRGB_write = 0;
2995     }
2996     if (device->vs_clipping || !use_vs(&stateblock->state) || !stateblock->state.render_states[WINED3DRS_CLIPPING]
2997             || !stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
2998     {
2999         /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
3000          * the fixed function vertex pipeline is used(which always supports clipplanes), or
3001          * if no clipplane is enabled
3002          */
3003         settings->emul_clipplanes = 0;
3004     } else {
3005         settings->emul_clipplanes = 1;
3006     }
3007 }
3008
3009 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
3010         const struct ffp_frag_settings *settings)
3011 {
3012     struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
3013     return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
3014 }
3015
3016 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
3017 {
3018     /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
3019      * whereas desc points to an extended structure with implementation specific parts. */
3020     if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3021     {
3022         ERR("Failed to insert ffp frag shader.\n");
3023     }
3024 }
3025
3026 /* Activates the texture dimension according to the bound D3D texture.
3027  * Does not care for the colorop or correct gl texture unit(when using nvrc)
3028  * Requires the caller to activate the correct unit before
3029  */
3030 /* GL locking is done by the caller (state handler) */
3031 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
3032 {
3033     if (texture)
3034     {
3035         switch (texture->target)
3036         {
3037             case GL_TEXTURE_2D:
3038                 glDisable(GL_TEXTURE_3D);
3039                 checkGLcall("glDisable(GL_TEXTURE_3D)");
3040                 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3041                 {
3042                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3043                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3044                 }
3045                 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3046                 {
3047                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
3048                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3049                 }
3050                 glEnable(GL_TEXTURE_2D);
3051                 checkGLcall("glEnable(GL_TEXTURE_2D)");
3052                 break;
3053             case GL_TEXTURE_RECTANGLE_ARB:
3054                 glDisable(GL_TEXTURE_2D);
3055                 checkGLcall("glDisable(GL_TEXTURE_2D)");
3056                 glDisable(GL_TEXTURE_3D);
3057                 checkGLcall("glDisable(GL_TEXTURE_3D)");
3058                 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3059                 {
3060                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3061                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3062                 }
3063                 glEnable(GL_TEXTURE_RECTANGLE_ARB);
3064                 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
3065                 break;
3066             case GL_TEXTURE_3D:
3067                 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3068                 {
3069                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3070                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3071                 }
3072                 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3073                 {
3074                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
3075                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3076                 }
3077                 glDisable(GL_TEXTURE_2D);
3078                 checkGLcall("glDisable(GL_TEXTURE_2D)");
3079                 glEnable(GL_TEXTURE_3D);
3080                 checkGLcall("glEnable(GL_TEXTURE_3D)");
3081                 break;
3082             case GL_TEXTURE_CUBE_MAP_ARB:
3083                 glDisable(GL_TEXTURE_2D);
3084                 checkGLcall("glDisable(GL_TEXTURE_2D)");
3085                 glDisable(GL_TEXTURE_3D);
3086                 checkGLcall("glDisable(GL_TEXTURE_3D)");
3087                 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3088                 {
3089                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
3090                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3091                 }
3092                 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
3093                 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
3094               break;
3095         }
3096     } else {
3097         glEnable(GL_TEXTURE_2D);
3098         checkGLcall("glEnable(GL_TEXTURE_2D)");
3099         glDisable(GL_TEXTURE_3D);
3100         checkGLcall("glDisable(GL_TEXTURE_3D)");
3101         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3102         {
3103             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3104             checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3105         }
3106         if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3107         {
3108             glDisable(GL_TEXTURE_RECTANGLE_ARB);
3109             checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3110         }
3111         /* Binding textures is done by samplers. A dummy texture will be bound */
3112     }
3113 }
3114
3115 /* GL locking is done by the caller (state handler) */
3116 void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3117 {
3118     DWORD sampler = state - STATE_SAMPLER(0);
3119     DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3120
3121     /* No need to enable / disable anything here for unused samplers. The tex_colorop
3122     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
3123     * will take care of this business
3124     */
3125     if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
3126     if (sampler >= stateblock->state.lowest_disabled_stage) return;
3127     if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
3128
3129     texture_activate_dimensions(stateblock->state.textures[sampler], context->gl_info);
3130 }
3131
3132 void *wined3d_rb_alloc(size_t size)
3133 {
3134     return HeapAlloc(GetProcessHeap(), 0, size);
3135 }
3136
3137 void *wined3d_rb_realloc(void *ptr, size_t size)
3138 {
3139     return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
3140 }
3141
3142 void wined3d_rb_free(void *ptr)
3143 {
3144     HeapFree(GetProcessHeap(), 0, ptr);
3145 }
3146
3147 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
3148 {
3149     const struct ffp_frag_settings *ka = key;
3150     const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
3151
3152     return memcmp(ka, kb, sizeof(*ka));
3153 }
3154
3155 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
3156 {
3157     wined3d_rb_alloc,
3158     wined3d_rb_realloc,
3159     wined3d_rb_free,
3160     ffp_frag_program_key_compare,
3161 };
3162
3163 UINT wined3d_log2i(UINT32 x)
3164 {
3165     static const UINT l[] =
3166     {
3167         ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
3168           4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
3169           5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3170           5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
3171           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3172           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3173           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3174           6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
3175           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3176           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3177           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3178           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3179           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3180           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3181           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3182           7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
3183     };
3184     UINT32 i;
3185
3186     return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
3187 }
3188
3189 /* Set the shader type for this device, depending on the given capabilities
3190  * and the user preferences in wined3d_settings. */
3191 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
3192 {
3193     BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
3194
3195     if (wined3d_settings.vs_mode == VS_NONE) *vs_selected = SHADER_NONE;
3196     else if (gl_info->supported[ARB_VERTEX_SHADER] && glsl)
3197     {
3198         /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3199          * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
3200          * shaders only on this card. */
3201         if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) *vs_selected = SHADER_ARB;
3202         else *vs_selected = SHADER_GLSL;
3203     }
3204     else if (gl_info->supported[ARB_VERTEX_PROGRAM]) *vs_selected = SHADER_ARB;
3205     else *vs_selected = SHADER_NONE;
3206
3207     if (wined3d_settings.ps_mode == PS_NONE) *ps_selected = SHADER_NONE;
3208     else if (gl_info->supported[ARB_FRAGMENT_SHADER] && glsl) *ps_selected = SHADER_GLSL;
3209     else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) *ps_selected = SHADER_ARB;
3210     else if (gl_info->supported[ATI_FRAGMENT_SHADER]) *ps_selected = SHADER_ATI;
3211     else *ps_selected = SHADER_NONE;
3212 }
3213
3214 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
3215         const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
3216         const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
3217 {
3218     static const struct blit_shader * const blitters[] =
3219     {
3220         &arbfp_blit,
3221         &ffp_blit,
3222         &cpu_blit,
3223     };
3224     unsigned int i;
3225
3226     for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
3227     {
3228         if (blitters[i]->blit_supported(gl_info, blit_op,
3229                 src_rect, src_usage, src_pool, src_format,
3230                 dst_rect, dst_usage, dst_pool, dst_format))
3231             return blitters[i];
3232     }
3233
3234     return NULL;
3235 }