dmloader: Remove WINAPI on static functions where not needed.
[wine] / dlls / wined3d / utils.c
1 /*
2  * Utility functions for the WineD3D Library
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006-2008 Henri Verbeet
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 /*****************************************************************************
32  * Pixel format array
33  *
34  * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35  * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36  * high masks do not fit into the 32 bit values needed for ddraw. It is only
37  * used for ddraw mostly, and to figure out if the format has alpha at all, so
38  * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39  * formats are not usable in 2D rendering because ddraw doesn't support them.
40  */
41 static const StaticPixelFormatDesc formats[] = {
42   /*{WINED3DFORMAT          ,alphamask  ,redmask    ,greenmask  ,bluemask   ,bpp    ,depth  ,stencil,    isFourcc*/
43     {WINED3DFMT_UNKNOWN     ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
44     /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45     {WINED3DFMT_UYVY        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
46     {WINED3DFMT_YUY2        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
47     {WINED3DFMT_YV12        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
48     {WINED3DFMT_DXT1        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
49     {WINED3DFMT_DXT2        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
50     {WINED3DFMT_DXT3        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
51     {WINED3DFMT_DXT4        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
52     {WINED3DFMT_DXT5        ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
53     {WINED3DFMT_MULTI2_ARGB8,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
54     {WINED3DFMT_G8R8_G8B8   ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
55     {WINED3DFMT_R8G8_B8G8   ,0x0        ,0x0        ,0x0        ,0x0        ,1/*?*/ ,0      ,0          ,TRUE  },
56     /* IEEE formats */
57     {WINED3DFMT_R32F        ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
58     {WINED3DFMT_G32R32F     ,0x0        ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
59     {WINED3DFMT_A32B32G32R32F,0x1       ,0x0        ,0x0        ,0x0        ,16     ,0      ,0          ,FALSE },
60     /* Hmm? */
61     {WINED3DFMT_CxV8U8      ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
62     /* Float */
63     {WINED3DFMT_R16F        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
64     {WINED3DFMT_G16R16F     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
65     {WINED3DFMT_A16B16G16R16F,0x1       ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
66     /* Palettized formats */
67     {WINED3DFMT_A8P8        ,0x0000ff00 ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
68     {WINED3DFMT_P8          ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
69     /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70     {WINED3DFMT_R8G8B8      ,0x0        ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3      ,0      ,0          ,FALSE },
71     {WINED3DFMT_A8R8G8B8    ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4      ,0      ,0          ,FALSE },
72     {WINED3DFMT_X8R8G8B8    ,0x0        ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4      ,0      ,0          ,FALSE },
73     {WINED3DFMT_R5G6B5      ,0x0        ,0x0000F800 ,0x000007e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
74     {WINED3DFMT_X1R5G5B5    ,0x0        ,0x00007c00 ,0x000003e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
75     {WINED3DFMT_A1R5G5B5    ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2      ,0      ,0          ,FALSE },
76     {WINED3DFMT_A4R4G4B4    ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2      ,0      ,0          ,FALSE },
77     {WINED3DFMT_R3G3B2      ,0x0        ,0x000000e0 ,0x0000001c ,0x00000003 ,1      ,0      ,0          ,FALSE },
78     {WINED3DFMT_A8          ,0x000000ff ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
79     {WINED3DFMT_A8R3G3B2    ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2      ,0      ,0          ,FALSE },
80     {WINED3DFMT_X4R4G4B4    ,0x0        ,0x00000f00 ,0x000000f0 ,0x0000000f ,2      ,0      ,0          ,FALSE },
81     {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4      ,0      ,0          ,FALSE },
82     {WINED3DFMT_A8B8G8R8    ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4      ,0      ,0          ,FALSE },
83     {WINED3DFMT_X8B8G8R8    ,0x0        ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4      ,0      ,0          ,FALSE },
84     {WINED3DFMT_G16R16      ,0x0        ,0x0000ffff ,0xffff0000 ,0x0        ,4      ,0      ,0          ,FALSE },
85     {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4      ,0      ,0          ,FALSE },
86     {WINED3DFMT_A16B16G16R16,0x1        ,0x0000ffff ,0xffff0000 ,0x0        ,8      ,0      ,0          ,FALSE },
87     /* Luminance */
88     {WINED3DFMT_L8          ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
89     {WINED3DFMT_A8L8        ,0x0000ff00 ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
90     {WINED3DFMT_A4L4        ,0x000000f0 ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,FALSE },
91     /* Bump mapping stuff */
92     {WINED3DFMT_V8U8        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
93     {WINED3DFMT_L6V5U5      ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
94     {WINED3DFMT_X8L8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
95     {WINED3DFMT_Q8W8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
96     {WINED3DFMT_V16U16      ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
97     {WINED3DFMT_W11V11U10   ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
98     {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
99     /* Depth stencil formats */
100     {WINED3DFMT_D16_LOCKABLE,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16     ,0          ,FALSE },
101     {WINED3DFMT_D32         ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,32     ,0          ,FALSE },
102     {WINED3DFMT_D15S1       ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,15     ,1          ,FALSE },
103     {WINED3DFMT_D24S8       ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,8          ,FALSE },
104     {WINED3DFMT_D24X8       ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,0          ,FALSE },
105     {WINED3DFMT_D24X4S4     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,4          ,FALSE },
106     {WINED3DFMT_D16         ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16     ,0          ,FALSE },
107     {WINED3DFMT_L16         ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,16      ,0          ,FALSE },
108     {WINED3DFMT_D32F_LOCKABLE,0x0       ,0x0        ,0x0        ,0x0        ,4      ,32     ,0          ,FALSE },
109     {WINED3DFMT_D24FS8      ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,24     ,8          ,FALSE },
110     /* Is this a vertex buffer? */
111     {WINED3DFMT_VERTEXDATA  ,0x0        ,0x0        ,0x0        ,0x0        ,0      ,0      ,0          ,FALSE },
112     {WINED3DFMT_INDEX16     ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,FALSE },
113     {WINED3DFMT_INDEX32     ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,0      ,0          ,FALSE },
114     {WINED3DFMT_Q16W16V16U16,0x0        ,0x0        ,0x0        ,0x0        ,8      ,0      ,0          ,FALSE },
115     /* Vendor-specific formats */
116     {WINED3DFMT_ATI2N       ,0x0        ,0x0        ,0x0        ,0x0        ,1      ,0      ,0          ,TRUE  },
117     {WINED3DFMT_NVHU        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
118     {WINED3DFMT_NVHS        ,0x0        ,0x0        ,0x0        ,0x0        ,2      ,0      ,0          ,TRUE  },
119 };
120
121 typedef struct {
122     WINED3DFORMAT           fmt;
123     GLint                   glInternal, glGammaInternal, rtInternal, glFormat, glType;
124     unsigned int            Flags;
125 } GlPixelFormatDescTemplate;
126
127 /*****************************************************************************
128  * OpenGL format template. Contains unexciting formats which do not need
129  * extension checks. The order in this table is independent of the order in
130  * the table StaticPixelFormatDesc above. Not all formats have to be in this
131  * table.
132  */
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134   /*{                           internal                         ,srgbInternal                           , rtInternal,  format                    ,type \
135         ,Flags }*/
136     {WINED3DFMT_UNKNOWN        ,0                                ,0                                      , 0,           0                         ,0
137         ,0 },
138     /* FourCC formats */
139     /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
140      * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
141      * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
142      * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
143      * endian machine
144      */
145     {WINED3DFMT_UYVY           ,GL_RGB                           ,GL_RGB                                 , 0,           GL_YCBCR_422_APPLE        ,UNSIGNED_SHORT_8_8_APPLE
146         ,WINED3DFMT_FLAG_FILTERING },
147     {WINED3DFMT_YUY2           ,GL_RGB                           ,GL_RGB                                 , 0,           GL_YCBCR_422_APPLE        ,UNSIGNED_SHORT_8_8_REV_APPLE
148         ,WINED3DFMT_FLAG_FILTERING },
149     {WINED3DFMT_YV12           ,GL_ALPHA                         ,GL_ALPHA                               , 0,           GL_ALPHA                  ,GL_UNSIGNED_BYTE
150         ,WINED3DFMT_FLAG_FILTERING },
151     {WINED3DFMT_DXT1           ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
152         ,WINED3DFMT_FLAG_FILTERING },
153     {WINED3DFMT_DXT2           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
154         ,WINED3DFMT_FLAG_FILTERING },
155     {WINED3DFMT_DXT3           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
156         ,WINED3DFMT_FLAG_FILTERING },
157     {WINED3DFMT_DXT4           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
158         ,WINED3DFMT_FLAG_FILTERING },
159     {WINED3DFMT_DXT5           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
160         ,WINED3DFMT_FLAG_FILTERING },
161     {WINED3DFMT_MULTI2_ARGB8   ,0                                ,0                                      , 0,           0                         ,0
162         ,0 },
163     {WINED3DFMT_G8R8_G8B8      ,0                                ,0                                      , 0,           0                         ,0
164         ,0 },
165     {WINED3DFMT_R8G8_B8G8      ,0                                ,0                                      , 0,           0                         ,0
166         ,0 },
167     /* IEEE formats */
168     {WINED3DFMT_R32F           ,GL_RGB32F_ARB                    ,GL_RGB32F_ARB                          , 0,           GL_RED                    ,GL_FLOAT
169         ,WINED3DFMT_FLAG_RENDERTARGET },
170     {WINED3DFMT_G32R32F        ,0                                ,0                                      , 0,           0                         ,0
171         ,WINED3DFMT_FLAG_RENDERTARGET },
172     {WINED3DFMT_A32B32G32R32F  ,GL_RGBA32F_ARB                   ,GL_RGBA32F_ARB                         , 0,           GL_RGBA                   ,GL_FLOAT
173         ,WINED3DFMT_FLAG_RENDERTARGET },
174     /* Hmm? */
175     {WINED3DFMT_CxV8U8         ,0                                ,0                                      , 0,           0                         ,0
176         ,0 },
177     /* Float */
178     {WINED3DFMT_R16F           ,GL_RGB16F_ARB                    ,GL_RGB16F_ARB                          , 0,           GL_RED                    ,GL_HALF_FLOAT_ARB
179         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180     {WINED3DFMT_G16R16F        ,0                                ,0                                      , 0,           0                         ,0
181         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182     {WINED3DFMT_A16B16G16R16F  ,GL_RGBA16F_ARB                   ,GL_RGBA16F_ARB                         , 0,           GL_RGBA                   ,GL_HALF_FLOAT_ARB
183         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
184     /* Palettized formats */
185     {WINED3DFMT_A8P8,           0                                ,0                                      , 0,           0                         ,0
186         ,0 },
187     {WINED3DFMT_P8,             GL_COLOR_INDEX8_EXT              ,GL_COLOR_INDEX8_EXT                    , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_BYTE
188         ,0 },
189     /* Standard ARGB formats */
190     {WINED3DFMT_R8G8B8         ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_BGR                    ,GL_UNSIGNED_BYTE
191         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192     {WINED3DFMT_A8R8G8B8       ,GL_RGBA8                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
193         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194     {WINED3DFMT_X8R8G8B8       ,GL_RGB8                          ,GL_SRGB8_EXT                           , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
195         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
196     {WINED3DFMT_R5G6B5         ,GL_RGB5                          ,GL_RGB5                                , GL_RGB8,     GL_RGB                    ,GL_UNSIGNED_SHORT_5_6_5
197         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
198     {WINED3DFMT_X1R5G5B5       ,GL_RGB5                          ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
199         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200     {WINED3DFMT_A1R5G5B5       ,GL_RGB5_A1                       ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
201         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
202     {WINED3DFMT_A4R4G4B4       ,GL_RGBA4                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
203         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
204     {WINED3DFMT_R3G3B2         ,GL_R3_G3_B2                      ,GL_R3_G3_B2                            , 0,           GL_RGB                    ,GL_UNSIGNED_BYTE_3_3_2
205         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
206     {WINED3DFMT_A8             ,GL_ALPHA8                        ,GL_ALPHA8                              , 0,           GL_ALPHA                  ,GL_UNSIGNED_BYTE
207         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
208     {WINED3DFMT_A8R3G3B2       ,0                                ,0                                      , 0,           0                         ,0
209         ,0 },
210     {WINED3DFMT_X4R4G4B4       ,GL_RGB4                          ,GL_RGB4                                , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
211         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212     {WINED3DFMT_A2B10G10R10    ,GL_RGB10_A2                      ,GL_RGB10_A2                            , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
213         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214     {WINED3DFMT_A8B8G8R8       ,GL_RGBA8                         ,GL_RGBA8                               , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
215         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216     {WINED3DFMT_X8B8G8R8       ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
217         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
218     {WINED3DFMT_G16R16         ,GL_RGB16_EXT                     ,GL_RGB16_EXT                           , 0,           GL_RGB                    ,GL_UNSIGNED_SHORT
219         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
220     {WINED3DFMT_A2R10G10B10    ,GL_RGB10_A2                      ,GL_RGB10_A2                            , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
221         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
222     {WINED3DFMT_A16B16G16R16   ,GL_RGBA16_EXT                    ,GL_RGBA16_EXT                          , 0,           GL_RGBA                   ,GL_UNSIGNED_SHORT
223         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
224     /* Luminance */
225     {WINED3DFMT_L8             ,GL_LUMINANCE8                    ,GL_SLUMINANCE8_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_BYTE
226         ,WINED3DFMT_FLAG_FILTERING },
227     {WINED3DFMT_A8L8           ,GL_LUMINANCE8_ALPHA8             ,GL_SLUMINANCE8_ALPHA8_EXT              , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
228         ,WINED3DFMT_FLAG_FILTERING },
229     {WINED3DFMT_A4L4           ,GL_LUMINANCE4_ALPHA4             ,GL_LUMINANCE4_ALPHA4                   , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
230         ,0 },
231     /* Bump mapping stuff */
232     {WINED3DFMT_V8U8           ,GL_DSDT8_NV                      ,GL_DSDT8_NV                            , 0,           GL_DSDT_NV                ,GL_BYTE
233         ,WINED3DFMT_FLAG_FILTERING },
234     {WINED3DFMT_L6V5U5         ,GL_DSDT8_MAG8_NV                 ,GL_DSDT8_MAG8_NV                       , 0,           GL_DSDT_MAG_NV            ,GL_BYTE
235         ,WINED3DFMT_FLAG_FILTERING },
236     {WINED3DFMT_X8L8V8U8       ,GL_DSDT8_MAG8_INTENSITY8_NV      ,GL_DSDT8_MAG8_INTENSITY8_NV            , 0,           GL_DSDT_MAG_VIB_NV        ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
237         ,WINED3DFMT_FLAG_FILTERING },
238     {WINED3DFMT_Q8W8V8U8       ,GL_SIGNED_RGBA8_NV               ,GL_SIGNED_RGBA8_NV                     , 0,           GL_RGBA                   ,GL_BYTE
239         ,WINED3DFMT_FLAG_FILTERING },
240     {WINED3DFMT_V16U16         ,GL_SIGNED_HILO16_NV              ,GL_SIGNED_HILO16_NV                    , 0,           GL_HILO_NV                ,GL_SHORT
241         ,WINED3DFMT_FLAG_FILTERING },
242     {WINED3DFMT_W11V11U10      ,0                                ,0                                      , 0,           0                         ,0
243         ,0 },
244     {WINED3DFMT_A2W10V10U10    ,0                                ,0                                      , 0,           0                         ,0
245         ,0 },
246     /* Depth stencil formats */
247     {WINED3DFMT_D16_LOCKABLE   ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
248         ,WINED3DFMT_FLAG_DEPTH },
249     {WINED3DFMT_D32            ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
250         ,WINED3DFMT_FLAG_DEPTH },
251     {WINED3DFMT_D15S1          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
252         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
253     {WINED3DFMT_D24S8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
254         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255     {WINED3DFMT_D24X8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
256         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257     {WINED3DFMT_D24X4S4        ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
258         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
259     {WINED3DFMT_D16            ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
260         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
261     {WINED3DFMT_L16            ,GL_LUMINANCE16_EXT               ,GL_LUMINANCE16_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_SHORT
262         ,WINED3DFMT_FLAG_FILTERING },
263     {WINED3DFMT_D32F_LOCKABLE  ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
264         ,WINED3DFMT_FLAG_DEPTH },
265     {WINED3DFMT_D24FS8         ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
266         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
267     /* Is this a vertex buffer? */
268     {WINED3DFMT_VERTEXDATA     ,0                                ,0                                      , 0,           0                         ,0
269         ,0 },
270     {WINED3DFMT_INDEX16        ,0                                ,0                                      , 0,           0                         ,0
271         ,0 },
272     {WINED3DFMT_INDEX32        ,0                                ,0                                      , 0,           0                         ,0
273         ,0 },
274     {WINED3DFMT_Q16W16V16U16   ,GL_COLOR_INDEX                   ,GL_COLOR_INDEX                         , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_SHORT
275         ,0 },
276     /* Vendor-specific formats */
277     {WINED3DFMT_ATI2N          ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
278         ,0 },
279     {WINED3DFMT_NVHU           ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
280         ,0 },
281     {WINED3DFMT_NVHS           ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
282         ,0 }
283 };
284
285 static inline int getFmtIdx(WINED3DFORMAT fmt) {
286     /* First check if the format is at the position of its value.
287      * This will catch the argb formats before the loop is entered
288      */
289     if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
290         return fmt;
291     } else {
292         unsigned int i;
293         for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
294             if(formats[i].format == fmt) {
295                 return i;
296             }
297         }
298     }
299     return -1;
300 }
301
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
304 {
305     unsigned int src;
306     int dst;
307
308     gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
309                                     sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
310     if(!gl_info->gl_formats) return FALSE;
311
312     /* If a format depends on some extensions, remove them from the table above and initialize them
313      * after this loop
314      */
315     for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
316         dst = getFmtIdx(gl_formats_template[src].fmt);
317         gl_info->gl_formats[dst].glInternal      = gl_formats_template[src].glInternal;
318         gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
319         gl_info->gl_formats[dst].glFormat        = gl_formats_template[src].glFormat;
320         gl_info->gl_formats[dst].glType          = gl_formats_template[src].glType;
321         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
322         gl_info->gl_formats[dst].Flags           = gl_formats_template[src].Flags;
323         gl_info->gl_formats[dst].heightscale     = 1.0;
324
325         if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
326            gl_formats_template[src].rtInternal != 0) {
327             GLuint tex, fb;
328             GLenum status;
329
330             /* Check if the default internal format is supported as a frame buffer target, otherwise
331              * fall back to the render target internal.
332              *
333              * Try to stick to the standard format if possible, this limits precision differences
334              */
335             while(glGetError());
336             glGenTextures(1, &tex);
337             glBindTexture(GL_TEXTURE_2D, tex);
338             glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
339                          GL_RGBA, GL_UNSIGNED_BYTE, NULL);
340
341             GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
342             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
343             GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
344                                                  GL_TEXTURE_2D, tex, 0));
345
346             status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
347             GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
348             glDeleteTextures(1, &tex);
349
350             checkGLcall("Framebuffer format check");
351
352             if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
353                 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
354                     debug_d3dformat(gl_formats_template[src].fmt));
355                 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
356             } else {
357                 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
358                 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
359             }
360
361         } else {
362             gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
363         }
364     }
365
366     /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
367      * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
368      * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
369      * the only driver that implements it(fglrx) has a buggy implementation.
370      *
371      * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
372      * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
373      * conversion for this format.
374      */
375     dst = getFmtIdx(WINED3DFMT_V8U8);
376     gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
377     dst = getFmtIdx(WINED3DFMT_V16U16);
378     gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
379
380     if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
381         /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
382          * with each other
383          */
384         dst = getFmtIdx(WINED3DFMT_L6V5U5);
385         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
386         dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
387         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
388         dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
389         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
390     } else {
391         /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
392          * are converted at surface loading time, but they do not need any modification in
393          * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
394          * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
395          */
396     }
397
398     if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
399         dst = getFmtIdx(WINED3DFMT_ATI2N);
400         gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
401         gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
402         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
403     } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
404         dst = getFmtIdx(WINED3DFMT_ATI2N);
405         gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
406         gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
407         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
408     }
409
410     if(!GL_SUPPORT(APPLE_YCBCR_422)) {
411         dst = getFmtIdx(WINED3DFMT_YUY2);
412         gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
413         gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
414         gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
415         gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
416         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2;
417
418         dst = getFmtIdx(WINED3DFMT_UYVY);
419         gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
420         gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
421         gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
422         gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
423         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY;
424     }
425
426     dst = getFmtIdx(WINED3DFMT_YV12);
427     gl_info->gl_formats[dst].heightscale = 1.5;
428     gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YV12;
429
430     return TRUE;
431 }
432
433 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
434 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
435                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
436                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
437                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
438                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
439                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
440                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
441                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
442                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
443                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
444                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
445                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
446                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
447                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
448                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
449                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
450                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
451                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
452
453 void init_type_lookup(WineD3D_GL_Info *gl_info) {
454     memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
455     if(!GL_SUPPORT(NV_HALF_FLOAT)) {
456         /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
457          * It is the job of the vertex buffer code to make sure that the vbos have the right format
458          */
459         gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
460         gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
461     }
462 }
463
464 #undef GLINFO_LOCATION
465
466 #define GLINFO_LOCATION This->adapter->gl_info
467
468 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
469         const GlPixelFormatDesc **glDesc)
470 {
471     int idx = getFmtIdx(fmt);
472
473     if(idx == -1) {
474         FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
475         /* Get the caller a valid pointer */
476         idx = getFmtIdx(WINED3DFMT_UNKNOWN);
477     }
478     if(glDesc) {
479         if(!gl_info->gl_formats) {
480             /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
481              * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
482              * static variables to be initialized to 0.
483              */
484             static const GlPixelFormatDesc dummyFmt;
485             *glDesc = &dummyFmt;
486         } else {
487             *glDesc = &gl_info->gl_formats[idx];
488         }
489     }
490     return &formats[idx];
491 }
492
493 /*****************************************************************************
494  * Trace formatting of useful values
495  */
496 const char* debug_d3dformat(WINED3DFORMAT fmt) {
497   switch (fmt) {
498 #define FMT_TO_STR(fmt) case fmt: return #fmt
499     FMT_TO_STR(WINED3DFMT_UNKNOWN);
500     FMT_TO_STR(WINED3DFMT_R8G8B8);
501     FMT_TO_STR(WINED3DFMT_A8R8G8B8);
502     FMT_TO_STR(WINED3DFMT_X8R8G8B8);
503     FMT_TO_STR(WINED3DFMT_R5G6B5);
504     FMT_TO_STR(WINED3DFMT_X1R5G5B5);
505     FMT_TO_STR(WINED3DFMT_A1R5G5B5);
506     FMT_TO_STR(WINED3DFMT_A4R4G4B4);
507     FMT_TO_STR(WINED3DFMT_R3G3B2);
508     FMT_TO_STR(WINED3DFMT_A8);
509     FMT_TO_STR(WINED3DFMT_A8R3G3B2);
510     FMT_TO_STR(WINED3DFMT_X4R4G4B4);
511     FMT_TO_STR(WINED3DFMT_A2B10G10R10);
512     FMT_TO_STR(WINED3DFMT_A8B8G8R8);
513     FMT_TO_STR(WINED3DFMT_X8B8G8R8);
514     FMT_TO_STR(WINED3DFMT_G16R16);
515     FMT_TO_STR(WINED3DFMT_A2R10G10B10);
516     FMT_TO_STR(WINED3DFMT_A16B16G16R16);
517     FMT_TO_STR(WINED3DFMT_A8P8);
518     FMT_TO_STR(WINED3DFMT_P8);
519     FMT_TO_STR(WINED3DFMT_L8);
520     FMT_TO_STR(WINED3DFMT_A8L8);
521     FMT_TO_STR(WINED3DFMT_A4L4);
522     FMT_TO_STR(WINED3DFMT_V8U8);
523     FMT_TO_STR(WINED3DFMT_L6V5U5);
524     FMT_TO_STR(WINED3DFMT_X8L8V8U8);
525     FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
526     FMT_TO_STR(WINED3DFMT_V16U16);
527     FMT_TO_STR(WINED3DFMT_W11V11U10);
528     FMT_TO_STR(WINED3DFMT_A2W10V10U10);
529     FMT_TO_STR(WINED3DFMT_UYVY);
530     FMT_TO_STR(WINED3DFMT_YUY2);
531     FMT_TO_STR(WINED3DFMT_YV12);
532     FMT_TO_STR(WINED3DFMT_DXT1);
533     FMT_TO_STR(WINED3DFMT_DXT2);
534     FMT_TO_STR(WINED3DFMT_DXT3);
535     FMT_TO_STR(WINED3DFMT_DXT4);
536     FMT_TO_STR(WINED3DFMT_DXT5);
537     FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
538     FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
539     FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
540     FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
541     FMT_TO_STR(WINED3DFMT_D32);
542     FMT_TO_STR(WINED3DFMT_D15S1);
543     FMT_TO_STR(WINED3DFMT_D24S8);
544     FMT_TO_STR(WINED3DFMT_D24X8);
545     FMT_TO_STR(WINED3DFMT_D24X4S4);
546     FMT_TO_STR(WINED3DFMT_D16);
547     FMT_TO_STR(WINED3DFMT_L16);
548     FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
549     FMT_TO_STR(WINED3DFMT_D24FS8);
550     FMT_TO_STR(WINED3DFMT_VERTEXDATA);
551     FMT_TO_STR(WINED3DFMT_INDEX16);
552     FMT_TO_STR(WINED3DFMT_INDEX32);
553     FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
554     FMT_TO_STR(WINED3DFMT_R16F);
555     FMT_TO_STR(WINED3DFMT_G16R16F);
556     FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
557     FMT_TO_STR(WINED3DFMT_R32F);
558     FMT_TO_STR(WINED3DFMT_G32R32F);
559     FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
560     FMT_TO_STR(WINED3DFMT_CxV8U8);
561     FMT_TO_STR(WINED3DFMT_ATI2N);
562     FMT_TO_STR(WINED3DFMT_NVHU);
563     FMT_TO_STR(WINED3DFMT_NVHS);
564 #undef FMT_TO_STR
565   default:
566     {
567       char fourcc[5];
568       fourcc[0] = (char)(fmt);
569       fourcc[1] = (char)(fmt >> 8);
570       fourcc[2] = (char)(fmt >> 16);
571       fourcc[3] = (char)(fmt >> 24);
572       fourcc[4] = 0;
573       if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
574         FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
575       else
576         FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
577     }
578     return "unrecognized";
579   }
580 }
581
582 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
583   switch (devtype) {
584 #define DEVTYPE_TO_STR(dev) case dev: return #dev
585     DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
586     DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
587     DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
588 #undef DEVTYPE_TO_STR
589   default:
590     FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
591     return "unrecognized";
592   }
593 }
594
595 const char* debug_d3dusage(DWORD usage) {
596   switch (usage & WINED3DUSAGE_MASK) {
597 #define WINED3DUSAGE_TO_STR(u) case u: return #u
598     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
599     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
600     WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
601     WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
602     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
603     WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
604     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
605     WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
606     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
607     WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
608     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
609 #undef WINED3DUSAGE_TO_STR
610   case 0: return "none";
611   default:
612     FIXME("Unrecognized %u Usage!\n", usage);
613     return "unrecognized";
614   }
615 }
616
617 const char* debug_d3dusagequery(DWORD usagequery) {
618   switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
619 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
620     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
621     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
622     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
623     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
624     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
625     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
626     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
627 #undef WINED3DUSAGEQUERY_TO_STR
628   case 0: return "none";
629   default:
630     FIXME("Unrecognized %u Usage Query!\n", usagequery);
631     return "unrecognized";
632   }
633 }
634
635 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
636     switch (method) {
637 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
638         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
639         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
640         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
641         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
642         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
643         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
644         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
645 #undef WINED3DDECLMETHOD_TO_STR
646         default:
647             FIXME("Unrecognized %u declaration method!\n", method);
648             return "unrecognized";
649     }
650 }
651
652 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
653     switch (type) {
654 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
655         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
656         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
657         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
658         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
659         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
660         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
661         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
662         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
663         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
664         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
665         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
666         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
667         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
668         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
669         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
670         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
671         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
672         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
673 #undef WINED3DDECLTYPE_TO_STR
674         default:
675             FIXME("Unrecognized %u declaration type!\n", type);
676             return "unrecognized";
677     }
678 }
679
680 const char* debug_d3ddeclusage(BYTE usage) {
681     switch (usage) {
682 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
683         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
684         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
685         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
686         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
687         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
688         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
689         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
690         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
691         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
692         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
693         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
694         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
695         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
696         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
697 #undef WINED3DDECLUSAGE_TO_STR
698         default:
699             FIXME("Unrecognized %u declaration usage!\n", usage);
700             return "unrecognized";
701     }
702 }
703
704 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
705   switch (res) {
706 #define RES_TO_STR(res) case res: return #res;
707     RES_TO_STR(WINED3DRTYPE_SURFACE);
708     RES_TO_STR(WINED3DRTYPE_VOLUME);
709     RES_TO_STR(WINED3DRTYPE_TEXTURE);
710     RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
711     RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
712     RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
713     RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
714 #undef  RES_TO_STR
715   default:
716     FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
717     return "unrecognized";
718   }
719 }
720
721 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
722   switch (PrimitiveType) {
723 #define PRIM_TO_STR(prim) case prim: return #prim;
724     PRIM_TO_STR(WINED3DPT_POINTLIST);
725     PRIM_TO_STR(WINED3DPT_LINELIST);
726     PRIM_TO_STR(WINED3DPT_LINESTRIP);
727     PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
728     PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
729     PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
730 #undef  PRIM_TO_STR
731   default:
732     FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
733     return "unrecognized";
734   }
735 }
736
737 const char* debug_d3drenderstate(DWORD state) {
738   switch (state) {
739 #define D3DSTATE_TO_STR(u) case u: return #u
740     D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE             );
741     D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS                 );
742     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS            );
743     D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE        );
744     D3DSTATE_TO_STR(WINED3DRS_WRAPU                     );
745     D3DSTATE_TO_STR(WINED3DRS_WRAPV                     );
746     D3DSTATE_TO_STR(WINED3DRS_ZENABLE                   );
747     D3DSTATE_TO_STR(WINED3DRS_FILLMODE                  );
748     D3DSTATE_TO_STR(WINED3DRS_SHADEMODE                 );
749     D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN               );
750     D3DSTATE_TO_STR(WINED3DRS_MONOENABLE                );
751     D3DSTATE_TO_STR(WINED3DRS_ROP2                      );
752     D3DSTATE_TO_STR(WINED3DRS_PLANEMASK                 );
753     D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE              );
754     D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE           );
755     D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL                 );
756     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG                );
757     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN                );
758     D3DSTATE_TO_STR(WINED3DRS_SRCBLEND                  );
759     D3DSTATE_TO_STR(WINED3DRS_DESTBLEND                 );
760     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND           );
761     D3DSTATE_TO_STR(WINED3DRS_CULLMODE                  );
762     D3DSTATE_TO_STR(WINED3DRS_ZFUNC                     );
763     D3DSTATE_TO_STR(WINED3DRS_ALPHAREF                  );
764     D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC                 );
765     D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE              );
766     D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE          );
767     D3DSTATE_TO_STR(WINED3DRS_FOGENABLE                 );
768     D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE            );
769     D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE                  );
770     D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL                  );
771     D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX                 );
772     D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA             );
773     D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR                  );
774     D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE              );
775     D3DSTATE_TO_STR(WINED3DRS_FOGSTART                  );
776     D3DSTATE_TO_STR(WINED3DRS_FOGEND                    );
777     D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY                );
778     D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE             );
779     D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS             );
780     D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE            );
781     D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR               );
782     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU           );
783     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV           );
784     D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS             );
785     D3DSTATE_TO_STR(WINED3DRS_ZBIAS                     );
786     D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE            );
787     D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY                );
788     D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH                );
789     D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
790     D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE             );
791     D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL               );
792     D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL              );
793     D3DSTATE_TO_STR(WINED3DRS_STENCILPASS               );
794     D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC               );
795     D3DSTATE_TO_STR(WINED3DRS_STENCILREF                );
796     D3DSTATE_TO_STR(WINED3DRS_STENCILMASK               );
797     D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK          );
798     D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR             );
799     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00          );
800     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01          );
801     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02          );
802     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03          );
803     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04          );
804     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05          );
805     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06          );
806     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07          );
807     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08          );
808     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09          );
809     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10          );
810     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11          );
811     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12          );
812     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13          );
813     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14          );
814     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15          );
815     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16          );
816     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17          );
817     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18          );
818     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19          );
819     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20          );
820     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21          );
821     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22          );
822     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23          );
823     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24          );
824     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25          );
825     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26          );
826     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27          );
827     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28          );
828     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29          );
829     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30          );
830     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31          );
831     D3DSTATE_TO_STR(WINED3DRS_WRAP0                     );
832     D3DSTATE_TO_STR(WINED3DRS_WRAP1                     );
833     D3DSTATE_TO_STR(WINED3DRS_WRAP2                     );
834     D3DSTATE_TO_STR(WINED3DRS_WRAP3                     );
835     D3DSTATE_TO_STR(WINED3DRS_WRAP4                     );
836     D3DSTATE_TO_STR(WINED3DRS_WRAP5                     );
837     D3DSTATE_TO_STR(WINED3DRS_WRAP6                     );
838     D3DSTATE_TO_STR(WINED3DRS_WRAP7                     );
839     D3DSTATE_TO_STR(WINED3DRS_CLIPPING                  );
840     D3DSTATE_TO_STR(WINED3DRS_LIGHTING                  );
841     D3DSTATE_TO_STR(WINED3DRS_EXTENTS                   );
842     D3DSTATE_TO_STR(WINED3DRS_AMBIENT                   );
843     D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE             );
844     D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX               );
845     D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER               );
846     D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS          );
847     D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE       );
848     D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE     );
849     D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE    );
850     D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE     );
851     D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE    );
852     D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND               );
853     D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE           );
854     D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING  );
855     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE                 );
856     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN             );
857     D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE         );
858     D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE          );
859     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A              );
860     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B              );
861     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C              );
862     D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS      );
863     D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK           );
864     D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE            );
865     D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS             );
866     D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN         );
867     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX             );
868     D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE  );
869     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE          );
870     D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR               );
871     D3DSTATE_TO_STR(WINED3DRS_BLENDOP                   );
872     D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE            );
873     D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE              );
874     D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE         );
875     D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS       );
876     D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE     );
877     D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL      );
878     D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL      );
879     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X            );
880     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y            );
881     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z            );
882     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W            );
883     D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
884     D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE       );
885     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL           );
886     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL          );
887     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS           );
888     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC           );
889     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1         );
890     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2         );
891     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3         );
892     D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR               );
893     D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE           );
894     D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS                 );
895     D3DSTATE_TO_STR(WINED3DRS_WRAP8                     );
896     D3DSTATE_TO_STR(WINED3DRS_WRAP9                     );
897     D3DSTATE_TO_STR(WINED3DRS_WRAP10                    );
898     D3DSTATE_TO_STR(WINED3DRS_WRAP11                    );
899     D3DSTATE_TO_STR(WINED3DRS_WRAP12                    );
900     D3DSTATE_TO_STR(WINED3DRS_WRAP13                    );
901     D3DSTATE_TO_STR(WINED3DRS_WRAP14                    );
902     D3DSTATE_TO_STR(WINED3DRS_WRAP15                    );
903     D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE  );
904     D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA             );
905     D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA            );
906     D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA              );
907 #undef D3DSTATE_TO_STR
908   default:
909     FIXME("Unrecognized %u render state!\n", state);
910     return "unrecognized";
911   }
912 }
913
914 const char* debug_d3dsamplerstate(DWORD state) {
915   switch (state) {
916 #define D3DSTATE_TO_STR(u) case u: return #u
917     D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR  );
918     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU     );
919     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV     );
920     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW     );
921     D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER    );
922     D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER    );
923     D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER    );
924     D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
925     D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL  );
926     D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
927     D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE  );
928     D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
929     D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET   );
930 #undef D3DSTATE_TO_STR
931   default:
932     FIXME("Unrecognized %u sampler state!\n", state);
933     return "unrecognized";
934   }
935 }
936
937 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
938     switch (filter_type) {
939 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
940         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
941         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
942         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
943         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
944         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
945         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
946         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
947         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
948 #undef D3DTEXTUREFILTERTYPE_TO_STR
949         default:
950             FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
951             return "unrecognized";
952     }
953 }
954
955 const char* debug_d3dtexturestate(DWORD state) {
956   switch (state) {
957 #define D3DSTATE_TO_STR(u) case u: return #u
958     D3DSTATE_TO_STR(WINED3DTSS_COLOROP               );
959     D3DSTATE_TO_STR(WINED3DTSS_COLORARG1             );
960     D3DSTATE_TO_STR(WINED3DTSS_COLORARG2             );
961     D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP               );
962     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1             );
963     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2             );
964     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00          );
965     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01          );
966     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10          );
967     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11          );
968     D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX         );
969     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE         );
970     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET        );
971     D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
972     D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW              );
973     D3DSTATE_TO_STR(WINED3DTSS_COLORARG0             );
974     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0             );
975     D3DSTATE_TO_STR(WINED3DTSS_RESULTARG             );
976     D3DSTATE_TO_STR(WINED3DTSS_CONSTANT              );
977 #undef D3DSTATE_TO_STR
978   case 12:
979     /* Note WINED3DTSS are not consecutive, so skip these */
980     return "unused";
981   default:
982     FIXME("Unrecognized %u texture state!\n", state);
983     return "unrecognized";
984   }
985 }
986
987 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
988     switch (d3dtop) {
989 #define D3DTOP_TO_STR(u) case u: return #u
990         D3DTOP_TO_STR(WINED3DTOP_DISABLE);
991         D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
992         D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
993         D3DTOP_TO_STR(WINED3DTOP_MODULATE);
994         D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
995         D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
996         D3DTOP_TO_STR(WINED3DTOP_ADD);
997         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
998         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
999         D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
1000         D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
1001         D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
1002         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1003         D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1004         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1005         D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1006         D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1007         D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1008         D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1009         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1010         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1011         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1012         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1013         D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1014         D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1015         D3DTOP_TO_STR(WINED3DTOP_LERP);
1016 #undef D3DTOP_TO_STR
1017         default:
1018             FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1019             return "unrecognized";
1020     }
1021 }
1022
1023 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1024     switch (tstype) {
1025 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1026     TSTYPE_TO_STR(WINED3DTS_VIEW);
1027     TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1028     TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1029     TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1030     TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1031     TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1032     TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1033     TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1034     TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1035     TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1036     TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1037 #undef TSTYPE_TO_STR
1038     default:
1039         if (tstype > 256 && tstype < 512) {
1040             FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1041             return ("WINED3DTS_WORLDMATRIX > 0");
1042         }
1043         FIXME("Unrecognized %u WINED3DTS\n", tstype);
1044         return "unrecognized";
1045     }
1046 }
1047
1048 const char* debug_d3dpool(WINED3DPOOL Pool) {
1049   switch (Pool) {
1050 #define POOL_TO_STR(p) case p: return #p;
1051     POOL_TO_STR(WINED3DPOOL_DEFAULT);
1052     POOL_TO_STR(WINED3DPOOL_MANAGED);
1053     POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1054     POOL_TO_STR(WINED3DPOOL_SCRATCH);
1055 #undef  POOL_TO_STR
1056   default:
1057     FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1058     return "unrecognized";
1059   }
1060 }
1061
1062 const char *debug_fbostatus(GLenum status) {
1063     switch(status) {
1064 #define FBOSTATUS_TO_STR(u) case u: return #u
1065         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1066         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1067         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1068         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1069         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1070         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1071         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1072         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT);
1073         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1074 #undef FBOSTATUS_TO_STR
1075         default:
1076             FIXME("Unrecognied FBO status 0x%08x\n", status);
1077             return "unrecognized";
1078     }
1079 }
1080
1081 const char *debug_glerror(GLenum error) {
1082     switch(error) {
1083 #define GLERROR_TO_STR(u) case u: return #u
1084         GLERROR_TO_STR(GL_NO_ERROR);
1085         GLERROR_TO_STR(GL_INVALID_ENUM);
1086         GLERROR_TO_STR(GL_INVALID_VALUE);
1087         GLERROR_TO_STR(GL_INVALID_OPERATION);
1088         GLERROR_TO_STR(GL_STACK_OVERFLOW);
1089         GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1090         GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1091         GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1092 #undef GLERROR_TO_STR
1093         default:
1094             FIXME("Unrecognied GL error 0x%08x\n", error);
1095             return "unrecognized";
1096     }
1097 }
1098
1099 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1100     switch(basis) {
1101         case WINED3DBASIS_BEZIER:       return "WINED3DBASIS_BEZIER";
1102         case WINED3DBASIS_BSPLINE:      return "WINED3DBASIS_BSPLINE";
1103         case WINED3DBASIS_INTERPOLATE:  return "WINED3DBASIS_INTERPOLATE";
1104         default:                        return "unrecognized";
1105     }
1106 }
1107
1108 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1109     switch(degree) {
1110         case WINED3DDEGREE_LINEAR:      return "WINED3DDEGREE_LINEAR";
1111         case WINED3DDEGREE_QUADRATIC:   return "WINED3DDEGREE_QUADRATIC";
1112         case WINED3DDEGREE_CUBIC:       return "WINED3DDEGREE_CUBIC";
1113         case WINED3DDEGREE_QUINTIC:     return "WINED3DDEGREE_QUINTIC";
1114         default:                        return "unrecognized";
1115     }
1116 }
1117
1118 /*****************************************************************************
1119  * Useful functions mapping GL <-> D3D values
1120  */
1121 GLenum StencilOp(DWORD op) {
1122     switch(op) {
1123     case WINED3DSTENCILOP_KEEP    : return GL_KEEP;
1124     case WINED3DSTENCILOP_ZERO    : return GL_ZERO;
1125     case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1126     case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1127     case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1128     case WINED3DSTENCILOP_INVERT  : return GL_INVERT;
1129     case WINED3DSTENCILOP_INCR    : return GL_INCR_WRAP_EXT;
1130     case WINED3DSTENCILOP_DECR    : return GL_DECR_WRAP_EXT;
1131     default:
1132         FIXME("Unrecognized stencil op %d\n", op);
1133         return GL_KEEP;
1134     }
1135 }
1136
1137 GLenum CompareFunc(DWORD func) {
1138     switch ((WINED3DCMPFUNC)func) {
1139     case WINED3DCMP_NEVER        : return GL_NEVER;
1140     case WINED3DCMP_LESS         : return GL_LESS;
1141     case WINED3DCMP_EQUAL        : return GL_EQUAL;
1142     case WINED3DCMP_LESSEQUAL    : return GL_LEQUAL;
1143     case WINED3DCMP_GREATER      : return GL_GREATER;
1144     case WINED3DCMP_NOTEQUAL     : return GL_NOTEQUAL;
1145     case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1146     case WINED3DCMP_ALWAYS       : return GL_ALWAYS;
1147     default:
1148         FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1149         return 0;
1150     }
1151 }
1152
1153 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1154     if (op == WINED3DTOP_DISABLE) return FALSE;
1155     if (This->stateBlock->textures[stage]) return FALSE;
1156
1157     if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1158             && op != WINED3DTOP_SELECTARG2) return TRUE;
1159     if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1160             && op != WINED3DTOP_SELECTARG1) return TRUE;
1161     if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1162             && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1163
1164     return FALSE;
1165 }
1166
1167 /* Setup this textures matrix according to the texture flags*/
1168 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype,
1169                         BOOL ffp_proj_control)
1170 {
1171     float mat[16];
1172
1173     glMatrixMode(GL_TEXTURE);
1174     checkGLcall("glMatrixMode(GL_TEXTURE)");
1175
1176     if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1177         glLoadIdentity();
1178         checkGLcall("glLoadIdentity()");
1179         return;
1180     }
1181
1182     if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1183         ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1184         return;
1185     }
1186
1187     memcpy(mat, smat, 16 * sizeof(float));
1188
1189     if (flags & WINED3DTTFF_PROJECTED) {
1190         if(!ffp_proj_control) {
1191             switch (flags & ~WINED3DTTFF_PROJECTED) {
1192             case WINED3DTTFF_COUNT2:
1193                 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1194                 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1195                 break;
1196             case WINED3DTTFF_COUNT3:
1197                 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1198                 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1199                 break;
1200             }
1201         }
1202     } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1203         if(!calculatedCoords) {
1204             switch(coordtype) {
1205                 case WINED3DDECLTYPE_FLOAT1:
1206                     /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1207                      * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1208                      * the input value to the transformation will be 0, so the matrix value is irrelevant
1209                      */
1210                     mat[12] = mat[4];
1211                     mat[13] = mat[5];
1212                     mat[14] = mat[6];
1213                     mat[15] = mat[7];
1214                     break;
1215                 case WINED3DDECLTYPE_FLOAT2:
1216                     /* See above, just 3rd and 4th coord
1217                     */
1218                     mat[12] = mat[8];
1219                     mat[13] = mat[9];
1220                     mat[14] = mat[10];
1221                     mat[15] = mat[11];
1222                     break;
1223                 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1224                 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1225
1226                 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1227                  * into a bad place. The division elimination below will apply to make sure the
1228                  * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1229                  */
1230                 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1231                     break;
1232                 default:
1233                     FIXME("Unexpected fixed function texture coord input\n");
1234             }
1235         }
1236         if(!ffp_proj_control) {
1237             switch (flags & ~WINED3DTTFF_PROJECTED) {
1238                 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1239                 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1240                 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1241                 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1242                 * the 4th coord evaluates to 1.0 to eliminate that.
1243                 *
1244                 * If the fixed function pipeline is used, the 4th value remains unused,
1245                 * so there is no danger in doing this. With vertex shaders we have a
1246                 * problem. Should an app hit that problem, the code here would have to
1247                 * check for pixel shaders, and the shader has to undo the default gl divide.
1248                 *
1249                 * A more serious problem occurs if the app passes 4 coordinates in, and the
1250                 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1251                 * or a replacement shader
1252                 */
1253                 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1254             }
1255         }
1256     }
1257
1258     glLoadMatrixf(mat);
1259     checkGLcall("glLoadMatrixf(mat)");
1260 }
1261 #undef GLINFO_LOCATION
1262
1263 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1264
1265 /* This small helper function is used to convert a bitmask into the number of masked bits */
1266 unsigned int count_bits(unsigned int mask)
1267 {
1268     unsigned int count;
1269     for (count = 0; mask; ++count)
1270     {
1271         mask &= mask - 1;
1272     }
1273     return count;
1274 }
1275
1276 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1277  * The later function requires individual color components. */
1278 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1279 {
1280     const StaticPixelFormatDesc *desc;
1281
1282     TRACE("fmt: %s\n", debug_d3dformat(fmt));
1283     switch(fmt)
1284     {
1285         case WINED3DFMT_X8R8G8B8:
1286         case WINED3DFMT_R8G8B8:
1287         case WINED3DFMT_A8R8G8B8:
1288         case WINED3DFMT_A2R10G10B10:
1289         case WINED3DFMT_X1R5G5B5:
1290         case WINED3DFMT_A1R5G5B5:
1291         case WINED3DFMT_R5G6B5:
1292         case WINED3DFMT_X4R4G4B4:
1293         case WINED3DFMT_A4R4G4B4:
1294         case WINED3DFMT_R3G3B2:
1295         case WINED3DFMT_A8P8:
1296         case WINED3DFMT_P8:
1297             break;
1298         default:
1299             ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1300             return FALSE;
1301     }
1302
1303     desc = getFormatDescEntry(fmt, NULL, NULL);
1304     if(!desc)
1305     {
1306         ERR("Unable to look up format: 0x%x\n", fmt);
1307         return FALSE;
1308     }
1309     *redSize = count_bits(desc->redMask);
1310     *greenSize = count_bits(desc->greenMask);
1311     *blueSize = count_bits(desc->blueMask);
1312     *alphaSize = count_bits(desc->alphaMask);
1313     *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1314
1315     TRACE("Returning red:  %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1316     return TRUE;
1317 }
1318
1319 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1320 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1321 {
1322     const StaticPixelFormatDesc *desc;
1323
1324     TRACE("fmt: %s\n", debug_d3dformat(fmt));
1325     switch(fmt)
1326     {
1327         case WINED3DFMT_D16_LOCKABLE:
1328         case WINED3DFMT_D16:
1329         case WINED3DFMT_D15S1:
1330         case WINED3DFMT_D24X8:
1331         case WINED3DFMT_D24X4S4:
1332         case WINED3DFMT_D24S8:
1333         case WINED3DFMT_D24FS8:
1334         case WINED3DFMT_D32:
1335         case WINED3DFMT_D32F_LOCKABLE:
1336             break;
1337         default:
1338             FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1339             return FALSE;
1340     }
1341
1342     desc = getFormatDescEntry(fmt, NULL, NULL);
1343     if(!desc)
1344     {
1345         ERR("Unable to look up format: 0x%x\n", fmt);
1346         return FALSE;
1347     }
1348     *depthSize = desc->depthSize;
1349     *stencilSize = desc->stencilSize;
1350
1351     TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1352     return TRUE;
1353 }
1354
1355 #undef GLINFO_LOCATION
1356
1357 /* DirectDraw stuff */
1358 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1359     switch(depth) {
1360         case 8:  return WINED3DFMT_P8;
1361         case 15: return WINED3DFMT_X1R5G5B5;
1362         case 16: return WINED3DFMT_R5G6B5;
1363         case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1364         case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1365         default: return WINED3DFMT_UNKNOWN;
1366     }
1367 }
1368
1369 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1370     WINED3DMATRIX temp;
1371
1372     /* Now do the multiplication 'by hand'.
1373        I know that all this could be optimised, but this will be done later :-) */
1374     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);
1375     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);
1376     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);
1377     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);
1378
1379     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);
1380     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);
1381     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);
1382     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);
1383
1384     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);
1385     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);
1386     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);
1387     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);
1388
1389     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);
1390     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);
1391     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);
1392     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);
1393
1394     /* And copy the new matrix in the good storage.. */
1395     memcpy(dest, &temp, 16 * sizeof(float));
1396 }
1397
1398 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1399     DWORD size = 0;
1400     int i;
1401     int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1402
1403     if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1404     if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1405     if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1406     if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1407     switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1408         case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
1409         case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1410         case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
1411         case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
1412         case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
1413         case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
1414         case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
1415         default: ERR("Unexpected position mask\n");
1416     }
1417     for (i = 0; i < numTextures; i++) {
1418         size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1419     }
1420
1421     return size;
1422 }
1423
1424 /***********************************************************************
1425  * CalculateTexRect
1426  *
1427  * Calculates the dimensions of the opengl texture used for blits.
1428  * Handled oversized opengl textures and updates the source rectangle
1429  * accordingly
1430  *
1431  * Params:
1432  *  This: Surface to operate on
1433  *  Rect: Requested rectangle
1434  *
1435  * Returns:
1436  *  TRUE if the texture part can be loaded,
1437  *  FALSE otherwise
1438  *
1439  *********************************************************************/
1440 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1441
1442 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1443     int x1 = Rect->left, x2 = Rect->right;
1444     int y1 = Rect->top, y2 = Rect->bottom;
1445     GLint maxSize = GL_LIMITS(texture_size);
1446
1447     TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1448           Rect->left, Rect->top, Rect->right, Rect->bottom);
1449
1450     /* The sizes might be reversed */
1451     if(Rect->left > Rect->right) {
1452         x1 = Rect->right;
1453         x2 = Rect->left;
1454     }
1455     if(Rect->top > Rect->bottom) {
1456         y1 = Rect->bottom;
1457         y2 = Rect->top;
1458     }
1459
1460     /* No oversized texture? This is easy */
1461     if(!(This->Flags & SFLAG_OVERSIZE)) {
1462         /* Which rect from the texture do I need? */
1463         if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1464             glTexCoord[0] = (float) Rect->left;
1465             glTexCoord[2] = (float) Rect->top;
1466             glTexCoord[1] = (float) Rect->right;
1467             glTexCoord[3] = (float) Rect->bottom;
1468         } else {
1469             glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1470             glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1471             glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1472             glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1473         }
1474
1475         return TRUE;
1476     } else {
1477         /* Check if we can succeed at all */
1478         if( (x2 - x1) > maxSize ||
1479             (y2 - y1) > maxSize ) {
1480             TRACE("Requested rectangle is too large for gl\n");
1481             return FALSE;
1482         }
1483
1484         /* A part of the texture has to be picked. First, check if
1485          * some texture part is loaded already, if yes try to re-use it.
1486          * If the texture is dirty, or the part can't be used,
1487          * re-position the part to load
1488          */
1489         if(This->Flags & SFLAG_INTEXTURE) {
1490             if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1491                This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1492                 /* Ok, the rectangle is ok, re-use it */
1493                 TRACE("Using existing gl Texture\n");
1494             } else {
1495                 /* Rectangle is not ok, dirtify the texture to reload it */
1496                 TRACE("Dirtifying texture to force reload\n");
1497                 This->Flags &= ~SFLAG_INTEXTURE;
1498             }
1499         }
1500
1501         /* Now if we are dirty(no else if!) */
1502         if(!(This->Flags & SFLAG_INTEXTURE)) {
1503             /* Set the new rectangle. Use the following strategy:
1504              * 1) Use as big textures as possible.
1505              * 2) Place the texture part in the way that the requested
1506              *    part is in the middle of the texture(well, almost)
1507              * 3) If the texture is moved over the edges of the
1508              *    surface, replace it nicely
1509              * 4) If the coord is not limiting the texture size,
1510              *    use the whole size
1511              */
1512             if((This->pow2Width) > maxSize) {
1513                 This->glRect.left = x1 - maxSize / 2;
1514                 if(This->glRect.left < 0) {
1515                     This->glRect.left = 0;
1516                 }
1517                 This->glRect.right = This->glRect.left + maxSize;
1518                 if(This->glRect.right > This->currentDesc.Width) {
1519                     This->glRect.right = This->currentDesc.Width;
1520                     This->glRect.left = This->glRect.right - maxSize;
1521                 }
1522             } else {
1523                 This->glRect.left = 0;
1524                 This->glRect.right = This->pow2Width;
1525             }
1526
1527             if(This->pow2Height > maxSize) {
1528                 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1529                 if(This->glRect.top < 0) This->glRect.top = 0;
1530                 This->glRect.bottom = This->glRect.left + maxSize;
1531                 if(This->glRect.bottom > This->currentDesc.Height) {
1532                     This->glRect.bottom = This->currentDesc.Height;
1533                     This->glRect.top = This->glRect.bottom - maxSize;
1534                 }
1535             } else {
1536                 This->glRect.top = 0;
1537                 This->glRect.bottom = This->pow2Height;
1538             }
1539             TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1540                    This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1541         }
1542
1543         /* Re-calculate the rect to draw */
1544         Rect->left -= This->glRect.left;
1545         Rect->right -= This->glRect.left;
1546         Rect->top -= This->glRect.top;
1547         Rect->bottom -= This->glRect.top;
1548
1549         /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1550          * or the pow2Width / pow2Height of the surface.
1551          *
1552          * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1553          * as regular GL_TEXTURE_2D.
1554          */
1555         glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1556         glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1557         glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1558         glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1559     }
1560     return TRUE;
1561 }
1562 #undef GLINFO_LOCATION
1563
1564 /* Hash table functions */
1565
1566 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1567 {
1568     struct hash_table_t *table;
1569     unsigned int initial_size = 8;
1570
1571     table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1572     if (!table)
1573     {
1574         ERR("Failed to allocate table, returning NULL.\n");
1575         return NULL;
1576     }
1577
1578     table->hash_function = hash_function;
1579     table->compare_function = compare_function;
1580
1581     table->grow_size = initial_size - (initial_size >> 2);
1582     table->shrink_size = 0;
1583
1584     table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1585     if (!table->buckets)
1586     {
1587         ERR("Failed to allocate table buckets, returning NULL.\n");
1588         HeapFree(GetProcessHeap(), 0, table);
1589         return NULL;
1590     }
1591     table->bucket_count = initial_size;
1592
1593     table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1594     if (!table->entries)
1595     {
1596         ERR("Failed to allocate table entries, returning NULL.\n");
1597         HeapFree(GetProcessHeap(), 0, table->buckets);
1598         HeapFree(GetProcessHeap(), 0, table);
1599         return NULL;
1600     }
1601     table->entry_count = 0;
1602
1603     list_init(&table->free_entries);
1604     table->count = 0;
1605
1606     return table;
1607 }
1608
1609 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1610 {
1611     unsigned int i = 0;
1612
1613     for (i = 0; i < table->entry_count; ++i)
1614     {
1615         if(free_value) {
1616             free_value(table->entries[i].value, cb);
1617         }
1618         HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1619     }
1620
1621     HeapFree(GetProcessHeap(), 0, table->entries);
1622     HeapFree(GetProcessHeap(), 0, table->buckets);
1623     HeapFree(GetProcessHeap(), 0, table);
1624 }
1625
1626 static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, const void *key,
1627         unsigned int idx)
1628 {
1629     struct hash_table_entry_t *entry;
1630
1631     if (table->buckets[idx].next)
1632         LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), struct hash_table_entry_t, entry)
1633             if (table->compare_function(entry->key, key)) return entry;
1634
1635     return NULL;
1636 }
1637
1638 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
1639 {
1640     unsigned int new_entry_count = 0;
1641     struct hash_table_entry_t *new_entries;
1642     struct list *new_buckets;
1643     unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1644     unsigned int i;
1645
1646     new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1647     if (!new_buckets)
1648     {
1649         ERR("Failed to allocate new buckets, returning FALSE.\n");
1650         return FALSE;
1651     }
1652
1653     new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1654     if (!new_entries)
1655     {
1656         ERR("Failed to allocate new entries, returning FALSE.\n");
1657         HeapFree(GetProcessHeap(), 0, new_buckets);
1658         return FALSE;
1659     }
1660
1661     for (i = 0; i < table->bucket_count; ++i)
1662     {
1663         if (table->buckets[i].next)
1664         {
1665             struct hash_table_entry_t *entry, *entry2;
1666
1667             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1668             {
1669                 int j;
1670                 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1671                 *new_entry = *entry;
1672
1673                 j = new_entry->hash & (new_bucket_count - 1);
1674
1675                 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1676                 list_add_head(&new_buckets[j], &new_entry->entry);
1677             }
1678         }
1679     }
1680
1681     HeapFree(GetProcessHeap(), 0, table->buckets);
1682     table->buckets = new_buckets;
1683
1684     HeapFree(GetProcessHeap(), 0, table->entries);
1685     table->entries = new_entries;
1686
1687     table->entry_count = new_entry_count;
1688     list_init(&table->free_entries);
1689
1690     table->bucket_count = new_bucket_count;
1691     table->grow_size = grow_size;
1692     table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1693
1694     return TRUE;
1695 }
1696
1697 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1698 {
1699     unsigned int idx;
1700     unsigned int hash;
1701     struct hash_table_entry_t *entry;
1702
1703     hash = table->hash_function(key);
1704     idx = hash & (table->bucket_count - 1);
1705     entry = hash_table_get_by_idx(table, key, idx);
1706
1707     if (entry)
1708     {
1709         HeapFree(GetProcessHeap(), 0, key);
1710         entry->value = value;
1711
1712         if (!value)
1713         {
1714             HeapFree(GetProcessHeap(), 0, entry->key);
1715             entry->key = NULL;
1716
1717             /* Remove the entry */
1718             list_remove(&entry->entry);
1719             list_add_head(&table->free_entries, &entry->entry);
1720
1721             --table->count;
1722
1723             /* Shrink if necessary */
1724             if (table->count < table->shrink_size) {
1725                 if (!hash_table_resize(table, table->bucket_count >> 1))
1726                 {
1727                     ERR("Failed to shrink the table...\n");
1728                 }
1729             }
1730         }
1731
1732         return;
1733     }
1734
1735     if (!value) return;
1736
1737     /* Grow if necessary */
1738     if (table->count >= table->grow_size)
1739     {
1740         if (!hash_table_resize(table, table->bucket_count << 1))
1741         {
1742             ERR("Failed to grow the table, returning.\n");
1743             return;
1744         }
1745
1746         idx = hash & (table->bucket_count - 1);
1747     }
1748
1749     /* Find an entry to insert */
1750     if (!list_empty(&table->free_entries))
1751     {
1752         struct list *elem = list_head(&table->free_entries);
1753
1754         list_remove(elem);
1755         entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1756     } else {
1757         entry = table->entries + (table->entry_count++);
1758     }
1759
1760     /* Insert the entry */
1761     entry->key = key;
1762     entry->value = value;
1763     entry->hash = hash;
1764     if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1765     list_add_head(&table->buckets[idx], &entry->entry);
1766
1767     ++table->count;
1768 }
1769
1770 void hash_table_remove(struct hash_table_t *table, void *key)
1771 {
1772     hash_table_put(table, key, NULL);
1773 }
1774
1775 void *hash_table_get(struct hash_table_t *table, const void *key)
1776 {
1777     unsigned int idx;
1778     struct hash_table_entry_t *entry;
1779
1780     idx = table->hash_function(key) & (table->bucket_count - 1);
1781     entry = hash_table_get_by_idx(table, key, idx);
1782
1783     return entry ? entry->value : NULL;
1784 }
1785
1786 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1787 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
1788 #define ARG1 0x01
1789 #define ARG2 0x02
1790 #define ARG0 0x04
1791     static const unsigned char args[WINED3DTOP_LERP + 1] = {
1792         /* undefined                        */  0,
1793         /* D3DTOP_DISABLE                   */  0,
1794         /* D3DTOP_SELECTARG1                */  ARG1,
1795         /* D3DTOP_SELECTARG2                */  ARG2,
1796         /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
1797         /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
1798         /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
1799         /* D3DTOP_ADD                       */  ARG1 | ARG2,
1800         /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
1801         /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
1802         /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
1803         /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
1804         /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
1805         /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
1806         /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
1807         /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
1808         /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
1809         /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
1810         /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
1811         /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
1812         /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
1813         /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
1814         /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
1815         /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
1816         /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
1817         /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
1818         /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
1819     };
1820     unsigned int i;
1821     DWORD ttff;
1822     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1823
1824     for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1825         IWineD3DBaseTextureImpl *texture;
1826         settings->op[i].padding = 0;
1827         if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1828             settings->op[i].cop = WINED3DTOP_DISABLE;
1829             settings->op[i].aop = WINED3DTOP_DISABLE;
1830             settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1831             settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1832             settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1833             settings->op[i].dst = resultreg;
1834             settings->op[i].tex_type = tex_1d;
1835             settings->op[i].projected = proj_none;
1836             i++;
1837             break;
1838         }
1839
1840         texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1841         if(texture) {
1842             settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
1843             if(ignore_textype) {
1844                 settings->op[i].tex_type = tex_1d;
1845             } else {
1846                 switch(stateblock->textureDimensions[i]) {
1847                     case GL_TEXTURE_1D:
1848                         settings->op[i].tex_type = tex_1d;
1849                         break;
1850                     case GL_TEXTURE_2D:
1851                         settings->op[i].tex_type = tex_2d;
1852                         break;
1853                     case GL_TEXTURE_3D:
1854                         settings->op[i].tex_type = tex_3d;
1855                         break;
1856                     case GL_TEXTURE_CUBE_MAP_ARB:
1857                         settings->op[i].tex_type = tex_cube;
1858                         break;
1859                     case GL_TEXTURE_RECTANGLE_ARB:
1860                         settings->op[i].tex_type = tex_rect;
1861                         break;
1862                 }
1863             }
1864         } else {
1865             settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1866             settings->op[i].tex_type = tex_1d;
1867         }
1868
1869         cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1870         aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1871
1872         carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1873         carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1874         carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1875
1876         if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1877                          carg1, carg2, carg0)) {
1878             carg0 = 0xffffffff;
1879             carg2 = 0xffffffff;
1880             carg1 = WINED3DTA_CURRENT;
1881             cop = WINED3DTOP_SELECTARG1;
1882         }
1883
1884         if(cop == WINED3DTOP_DOTPRODUCT3) {
1885             /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
1886              * the color result to the alpha component of the destination
1887              */
1888             aop = cop;
1889             aarg1 = carg1;
1890             aarg2 = carg2;
1891             aarg0 = carg0;
1892         } else {
1893             aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1894             aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1895             aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1896         }
1897
1898         if(i == 0 && stateblock->textures[0] &&
1899                   stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1900                  (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1901                   stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1902             IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1903
1904             if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1905                getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1906
1907                 if(aop == WINED3DTOP_DISABLE) {
1908                    aarg1 = WINED3DTA_TEXTURE;
1909                    aop = WINED3DTOP_SELECTARG1;
1910                 }
1911                 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
1912                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1913                         aarg2 = WINED3DTA_TEXTURE;
1914                         aop = WINED3DTOP_MODULATE;
1915                     }
1916                     else aarg1 = WINED3DTA_TEXTURE;
1917                 }
1918                 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
1919                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1920                         aarg1 = WINED3DTA_TEXTURE;
1921                         aop = WINED3DTOP_MODULATE;
1922                     }
1923                     else aarg2 = WINED3DTA_TEXTURE;
1924                 }
1925             }
1926         }
1927
1928         if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
1929            aarg1, aarg2, aarg0)) {
1930                aarg0 = 0xffffffff;
1931                aarg2 = 0xffffffff;
1932                aarg1 = WINED3DTA_CURRENT;
1933                aop = WINED3DTOP_SELECTARG1;
1934         }
1935
1936         if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
1937            aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
1938             ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1939             if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1940                 settings->op[i].projected = proj_count3;
1941             } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1942                 settings->op[i].projected = proj_count4;
1943             } else {
1944                 settings->op[i].projected = proj_none;
1945             }
1946         } else {
1947             settings->op[i].projected = proj_none;
1948         }
1949
1950         settings->op[i].cop = cop;
1951         settings->op[i].aop = aop;
1952         settings->op[i].carg0 = carg0;
1953         settings->op[i].carg1 = carg1;
1954         settings->op[i].carg2 = carg2;
1955         settings->op[i].aarg0 = aarg0;
1956         settings->op[i].aarg1 = aarg1;
1957         settings->op[i].aarg2 = aarg2;
1958
1959         if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
1960             settings->op[i].dst = tempreg;
1961         } else {
1962             settings->op[i].dst = resultreg;
1963         }
1964     }
1965
1966     /* Clear unsupported stages */
1967     for(; i < MAX_TEXTURES; i++) {
1968         memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
1969     }
1970
1971     if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
1972         settings->fog = FOG_OFF;
1973     } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1974         switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1975             case WINED3DFOG_NONE:
1976             case WINED3DFOG_LINEAR:
1977                 settings->fog = FOG_LINEAR;
1978                 break;
1979             case WINED3DFOG_EXP:
1980                 settings->fog = FOG_EXP;
1981                 break;
1982             case WINED3DFOG_EXP2:
1983                 settings->fog = FOG_EXP2;
1984                 break;
1985         }
1986     } else {
1987         switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1988             case WINED3DFOG_LINEAR:
1989                 settings->fog = FOG_LINEAR;
1990                 break;
1991             case WINED3DFOG_EXP:
1992                 settings->fog = FOG_EXP;
1993                 break;
1994             case WINED3DFOG_EXP2:
1995                 settings->fog = FOG_EXP2;
1996                 break;
1997         }
1998     }
1999     if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2000         settings->sRGB_write = 1;
2001     } else {
2002         settings->sRGB_write = 0;
2003     }
2004 }
2005 #undef GLINFO_LOCATION
2006
2007 const struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders,
2008         const struct ffp_frag_settings *settings)
2009 {
2010     return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
2011 }
2012
2013 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
2014     struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
2015     /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
2016      * whereas desc points to an extended structure with implementation specific parts.
2017      * Make a copy of the key because hash_table_put takes ownership of it
2018      */
2019     *key = desc->settings;
2020     hash_table_put(shaders, key, desc);
2021 }
2022
2023 /* Activates the texture dimension according to the bound D3D texture.
2024  * Does not care for the colorop or correct gl texture unit(when using nvrc)
2025  * Requires the caller to activate the correct unit before
2026  */
2027 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2028 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2029     if(stateblock->textures[stage]) {
2030         switch(stateblock->textureDimensions[stage]) {
2031             case GL_TEXTURE_2D:
2032                 glDisable(GL_TEXTURE_3D);
2033                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2034                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2035                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2036                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2037                 }
2038                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2039                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2040                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2041                 }
2042                 glEnable(GL_TEXTURE_2D);
2043                 checkGLcall("glEnable(GL_TEXTURE_2D)");
2044                 break;
2045             case GL_TEXTURE_RECTANGLE_ARB:
2046                 glDisable(GL_TEXTURE_2D);
2047                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2048                 glDisable(GL_TEXTURE_3D);
2049                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2050                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2051                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2052                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2053                 }
2054                 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2055                 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2056                 break;
2057             case GL_TEXTURE_3D:
2058                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2059                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2060                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2061                 }
2062                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2063                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2064                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2065                 }
2066                 glDisable(GL_TEXTURE_2D);
2067                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2068                 glEnable(GL_TEXTURE_3D);
2069                 checkGLcall("glEnable(GL_TEXTURE_3D)");
2070                 break;
2071             case GL_TEXTURE_CUBE_MAP_ARB:
2072                 glDisable(GL_TEXTURE_2D);
2073                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2074                 glDisable(GL_TEXTURE_3D);
2075                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2076                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2077                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2078                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2079                 }
2080                 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2081                 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2082               break;
2083         }
2084     } else {
2085         glEnable(GL_TEXTURE_2D);
2086         checkGLcall("glEnable(GL_TEXTURE_2D)");
2087         glDisable(GL_TEXTURE_3D);
2088         checkGLcall("glDisable(GL_TEXTURE_3D)");
2089         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2090             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2091             checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2092         }
2093         if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2094             glDisable(GL_TEXTURE_RECTANGLE_ARB);
2095             checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2096         }
2097         /* Binding textures is done by samplers. A dummy texture will be bound */
2098     }
2099 }
2100
2101 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2102     DWORD sampler = state - STATE_SAMPLER(0);
2103     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2104
2105     /* No need to enable / disable anything here for unused samplers. The tex_colorop
2106     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2107     * will take care of this business
2108     */
2109     if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2110     if(sampler >= stateblock->lowest_disabled_stage) return;
2111     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2112
2113     texture_activate_dimensions(sampler, stateblock, context);
2114 }
2115 #undef GLINFO_LOCATION
2116
2117 unsigned int ffp_frag_program_key_hash(const void *key)
2118 {
2119     const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key;
2120     unsigned int hash = 0, i;
2121     const DWORD *blob;
2122
2123     /* This takes the texture op settings of stage 0 and 1 into account.
2124      * how exactly depends on the memory laybout of the compiler, but it
2125      * should not matter too much. Stages > 1 are used rarely, so there's
2126      * no need to process them. Even if they're used it is likely that
2127      * the ffp setup has distinct stage 0 and 1 settings.
2128      */
2129     for(i = 0; i < 2; i++) {
2130         blob = (const DWORD *)&k->op[i];
2131         hash ^= blob[0] ^ blob[1];
2132     }
2133
2134     hash += ~(hash << 15);
2135     hash ^=  (hash >> 10);
2136     hash +=  (hash << 3);
2137     hash ^=  (hash >> 6);
2138     hash += ~(hash << 11);
2139     hash ^=  (hash >> 16);
2140
2141     return hash;
2142 }
2143
2144 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
2145 {
2146     const struct ffp_frag_settings *ka = (const struct ffp_frag_settings *)keya;
2147     const struct ffp_frag_settings *kb = (const struct ffp_frag_settings *)keyb;
2148
2149     return memcmp(ka, kb, sizeof(*ka)) == 0;
2150 }