2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /*****************************************************************************
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
47 {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
48 {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
49 {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
50 {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
51 {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
52 {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
53 {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
54 {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
55 {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
57 {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
58 {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
59 {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
63 {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
64 {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
65 {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
66 /* Palettized formats */
67 {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
68 {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
71 {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
72 {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
73 {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
74 {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
75 {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
76 {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
77 {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
78 {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
79 {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
80 {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
81 {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
82 {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
83 {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
84 {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
85 {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
86 {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
88 {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
89 {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
90 {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
93 {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
94 {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
95 {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
96 {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
97 {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
98 {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
101 {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
102 {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
103 {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
104 {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
105 {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
106 {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
107 {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
108 {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
109 {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
112 {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
113 {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
114 {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
115 /* Vendor-specific formats */
116 {WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
117 {WINED3DFMT_NVHU ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
118 {WINED3DFMT_NVHS ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
123 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
125 } GlPixelFormatDescTemplate;
127 /*****************************************************************************
128 * OpenGL format template. Contains unexciting formats which do not need
129 * extension checks. The order in this table is independent of the order in
130 * the table StaticPixelFormatDesc above. Not all formats have to be in this
133 static const GlPixelFormatDescTemplate gl_formats_template[] = {
134 /*{ internal ,srgbInternal , rtInternal, format ,type \
136 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
139 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
140 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
141 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
142 * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
145 {WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_YV12 ,GL_ALPHA ,GL_ALPHA , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
150 ,WINED3DFMT_FLAG_FILTERING },
151 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
152 ,WINED3DFMT_FLAG_FILTERING },
153 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
154 ,WINED3DFMT_FLAG_FILTERING },
155 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
156 ,WINED3DFMT_FLAG_FILTERING },
157 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
158 ,WINED3DFMT_FLAG_FILTERING },
159 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
160 ,WINED3DFMT_FLAG_FILTERING },
161 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
163 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
165 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
168 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
169 ,WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_G32R32F ,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 },
175 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
178 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
179 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180 {WINED3DFMT_G16R16F ,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
187 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
189 /* Standard ARGB formats */
190 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
196 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
197 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
198 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
199 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
202 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
204 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
205 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
206 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
207 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
208 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
210 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212 {WINED3DFMT_A2B10G10R10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
213 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
215 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
216 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
217 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
218 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
219 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
220 {WINED3DFMT_A2R10G10B10 ,GL_RGB10_A2 ,GL_RGB10_A2 , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
221 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
222 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
223 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
225 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
226 ,WINED3DFMT_FLAG_FILTERING },
227 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
228 ,WINED3DFMT_FLAG_FILTERING },
229 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
231 /* Bump mapping stuff */
232 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
233 ,WINED3DFMT_FLAG_FILTERING },
234 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
235 ,WINED3DFMT_FLAG_FILTERING },
236 {WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
237 ,WINED3DFMT_FLAG_FILTERING },
238 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
239 ,WINED3DFMT_FLAG_FILTERING },
240 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
241 ,WINED3DFMT_FLAG_FILTERING },
242 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
244 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
246 /* Depth stencil formats */
247 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
248 ,WINED3DFMT_FLAG_DEPTH },
249 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
250 ,WINED3DFMT_FLAG_DEPTH },
251 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
252 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
253 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
254 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
256 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
258 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
259 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
260 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
261 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
262 ,WINED3DFMT_FLAG_FILTERING },
263 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
264 ,WINED3DFMT_FLAG_DEPTH },
265 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
266 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
267 /* Is this a vertex buffer? */
268 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
270 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
272 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
274 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
276 /* Vendor-specific formats */
277 {WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
279 {WINED3DFMT_NVHU ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
281 {WINED3DFMT_NVHS ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
285 static inline int getFmtIdx(WINED3DFORMAT fmt) {
286 /* First check if the format is at the position of its value.
287 * This will catch the argb formats before the loop is entered
289 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
293 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
294 if(formats[i].format == fmt) {
302 #define GLINFO_LOCATION (*gl_info)
303 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
308 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
309 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
310 if(!gl_info->gl_formats) return FALSE;
312 /* If a format depends on some extensions, remove them from the table above and initialize them
315 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
316 dst = getFmtIdx(gl_formats_template[src].fmt);
317 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
318 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
319 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
320 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
321 gl_info->gl_formats[dst].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;
325 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
326 gl_formats_template[src].rtInternal != 0) {
330 /* Check if the default internal format is supported as a frame buffer target, otherwise
331 * fall back to the render target internal.
333 * Try to stick to the standard format if possible, this limits precision differences
336 glGenTextures(1, &tex);
337 glBindTexture(GL_TEXTURE_2D, tex);
338 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
339 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
341 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
342 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
343 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
344 GL_TEXTURE_2D, tex, 0));
346 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
347 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
348 glDeleteTextures(1, &tex);
350 checkGLcall("Framebuffer format check");
352 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
353 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
354 debug_d3dformat(gl_formats_template[src].fmt));
355 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
357 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
358 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
362 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
366 /* 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.
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.
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;
380 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
381 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
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;
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
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;
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;
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;
426 dst = getFmtIdx(WINED3DFMT_YV12);
427 gl_info->gl_formats[dst].heightscale = 1.5;
428 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YV12;
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)}};
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
459 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
460 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
464 #undef GLINFO_LOCATION
466 #define GLINFO_LOCATION This->adapter->gl_info
468 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
469 const GlPixelFormatDesc **glDesc)
471 int idx = getFmtIdx(fmt);
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);
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.
484 static const GlPixelFormatDesc dummyFmt;
487 *glDesc = &gl_info->gl_formats[idx];
490 return &formats[idx];
493 /*****************************************************************************
494 * Trace formatting of useful values
496 const char* debug_d3dformat(WINED3DFORMAT 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);
568 fourcc[0] = (char)(fmt);
569 fourcc[1] = (char)(fmt >> 8);
570 fourcc[2] = (char)(fmt >> 16);
571 fourcc[3] = (char)(fmt >> 24);
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);
576 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
578 return "unrecognized";
582 const char* debug_d3ddevicetype(WINED3DDEVTYPE 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
590 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
591 return "unrecognized";
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";
612 FIXME("Unrecognized %u Usage!\n", usage);
613 return "unrecognized";
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";
630 FIXME("Unrecognized %u Usage Query!\n", usagequery);
631 return "unrecognized";
635 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD 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
647 FIXME("Unrecognized %u declaration method!\n", method);
648 return "unrecognized";
652 const char* debug_d3ddecltype(WINED3DDECLTYPE 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
675 FIXME("Unrecognized %u declaration type!\n", type);
676 return "unrecognized";
680 const char* debug_d3ddeclusage(BYTE 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
699 FIXME("Unrecognized %u declaration usage!\n", usage);
700 return "unrecognized";
704 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE 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);
716 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
717 return "unrecognized";
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);
732 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
733 return "unrecognized";
737 const char* debug_d3drenderstate(DWORD 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
909 FIXME("Unrecognized %u render state!\n", state);
910 return "unrecognized";
914 const char* debug_d3dsamplerstate(DWORD 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
932 FIXME("Unrecognized %u sampler state!\n", state);
933 return "unrecognized";
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
950 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
951 return "unrecognized";
955 const char* debug_d3dtexturestate(DWORD 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
979 /* Note WINED3DTSS are not consecutive, so skip these */
982 FIXME("Unrecognized %u texture state!\n", state);
983 return "unrecognized";
987 const char* debug_d3dtop(WINED3DTEXTUREOP 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
1018 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1019 return "unrecognized";
1023 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE 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
1039 if (tstype > 256 && tstype < 512) {
1040 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1041 return ("WINED3DTS_WORLDMATRIX > 0");
1043 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1044 return "unrecognized";
1048 const char* debug_d3dpool(WINED3DPOOL 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);
1057 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1058 return "unrecognized";
1062 const char *debug_fbostatus(GLenum 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
1076 FIXME("Unrecognied FBO status 0x%08x\n", status);
1077 return "unrecognized";
1081 const char *debug_glerror(GLenum 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
1094 FIXME("Unrecognied GL error 0x%08x\n", error);
1095 return "unrecognized";
1099 const char *debug_d3dbasis(WINED3DBASISTYPE 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";
1108 const char *debug_d3ddegree(WINED3DDEGREETYPE 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";
1118 /*****************************************************************************
1119 * Useful functions mapping GL <-> D3D values
1121 GLenum StencilOp(DWORD 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;
1132 FIXME("Unrecognized stencil op %d\n", op);
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;
1148 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
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;
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;
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)
1173 glMatrixMode(GL_TEXTURE);
1174 checkGLcall("glMatrixMode(GL_TEXTURE)");
1176 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1178 checkGLcall("glLoadIdentity()");
1182 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1183 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1187 memcpy(mat, smat, 16 * sizeof(float));
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;
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;
1202 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1203 if(!calculatedCoords) {
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
1215 case WINED3DDECLTYPE_FLOAT2:
1216 /* See above, just 3rd and 4th coord
1223 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1224 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
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
1230 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1233 FIXME("Unexpected fixed function texture coord input\n");
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.
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.
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
1253 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1259 checkGLcall("glLoadMatrixf(mat)");
1261 #undef GLINFO_LOCATION
1263 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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)
1269 for (count = 0; mask; ++count)
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)
1280 const StaticPixelFormatDesc *desc;
1282 TRACE("fmt: %s\n", debug_d3dformat(fmt));
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:
1299 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1303 desc = getFormatDescEntry(fmt, NULL, NULL);
1306 ERR("Unable to look up format: 0x%x\n", fmt);
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;
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));
1319 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1320 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1322 const StaticPixelFormatDesc *desc;
1324 TRACE("fmt: %s\n", debug_d3dformat(fmt));
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:
1338 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1342 desc = getFormatDescEntry(fmt, NULL, NULL);
1345 ERR("Unable to look up format: 0x%x\n", fmt);
1348 *depthSize = desc->depthSize;
1349 *stencilSize = desc->stencilSize;
1351 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1355 #undef GLINFO_LOCATION
1357 /* DirectDraw stuff */
1358 WINED3DFORMAT pixelformat_for_depth(DWORD 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;
1369 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
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);
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);
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);
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);
1394 /* And copy the new matrix in the good storage.. */
1395 memcpy(dest, &temp, 16 * sizeof(float));
1398 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1401 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
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");
1417 for (i = 0; i < numTextures; i++) {
1418 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1424 /***********************************************************************
1427 * Calculates the dimensions of the opengl texture used for blits.
1428 * Handled oversized opengl textures and updates the source rectangle
1432 * This: Surface to operate on
1433 * Rect: Requested rectangle
1436 * TRUE if the texture part can be loaded,
1439 *********************************************************************/
1440 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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);
1447 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1448 Rect->left, Rect->top, Rect->right, Rect->bottom);
1450 /* The sizes might be reversed */
1451 if(Rect->left > Rect->right) {
1455 if(Rect->top > Rect->bottom) {
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;
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;
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");
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
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");
1495 /* Rectangle is not ok, dirtify the texture to reload it */
1496 TRACE("Dirtifying texture to force reload\n");
1497 This->Flags &= ~SFLAG_INTEXTURE;
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
1512 if((This->pow2Width) > maxSize) {
1513 This->glRect.left = x1 - maxSize / 2;
1514 if(This->glRect.left < 0) {
1515 This->glRect.left = 0;
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;
1523 This->glRect.left = 0;
1524 This->glRect.right = This->pow2Width;
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;
1536 This->glRect.top = 0;
1537 This->glRect.bottom = This->pow2Height;
1539 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1540 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
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;
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.
1552 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1553 * as regular GL_TEXTURE_2D.
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);
1562 #undef GLINFO_LOCATION
1564 /* Hash table functions */
1566 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1568 struct hash_table_t *table;
1569 unsigned int initial_size = 8;
1571 table = HeapAlloc(GetProcessHeap(), 0, sizeof(struct hash_table_t) + (initial_size * sizeof(struct list)));
1574 ERR("Failed to allocate table, returning NULL.\n");
1578 table->hash_function = hash_function;
1579 table->compare_function = compare_function;
1581 table->grow_size = initial_size - (initial_size >> 2);
1582 table->shrink_size = 0;
1584 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1585 if (!table->buckets)
1587 ERR("Failed to allocate table buckets, returning NULL.\n");
1588 HeapFree(GetProcessHeap(), 0, table);
1591 table->bucket_count = initial_size;
1593 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(struct hash_table_entry_t));
1594 if (!table->entries)
1596 ERR("Failed to allocate table entries, returning NULL.\n");
1597 HeapFree(GetProcessHeap(), 0, table->buckets);
1598 HeapFree(GetProcessHeap(), 0, table);
1601 table->entry_count = 0;
1603 list_init(&table->free_entries);
1609 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1613 for (i = 0; i < table->entry_count; ++i)
1616 free_value(table->entries[i].value, cb);
1618 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1621 HeapFree(GetProcessHeap(), 0, table->entries);
1622 HeapFree(GetProcessHeap(), 0, table->buckets);
1623 HeapFree(GetProcessHeap(), 0, table);
1626 static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, const void *key,
1629 struct hash_table_entry_t *entry;
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;
1638 static BOOL hash_table_resize(struct hash_table_t *table, unsigned int new_bucket_count)
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);
1646 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1649 ERR("Failed to allocate new buckets, returning FALSE.\n");
1653 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(struct hash_table_entry_t));
1656 ERR("Failed to allocate new entries, returning FALSE.\n");
1657 HeapFree(GetProcessHeap(), 0, new_buckets);
1661 for (i = 0; i < table->bucket_count; ++i)
1663 if (table->buckets[i].next)
1665 struct hash_table_entry_t *entry, *entry2;
1667 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], struct hash_table_entry_t, entry)
1670 struct hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1671 *new_entry = *entry;
1673 j = new_entry->hash & (new_bucket_count - 1);
1675 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1676 list_add_head(&new_buckets[j], &new_entry->entry);
1681 HeapFree(GetProcessHeap(), 0, table->buckets);
1682 table->buckets = new_buckets;
1684 HeapFree(GetProcessHeap(), 0, table->entries);
1685 table->entries = new_entries;
1687 table->entry_count = new_entry_count;
1688 list_init(&table->free_entries);
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;
1697 void hash_table_put(struct hash_table_t *table, void *key, void *value)
1701 struct hash_table_entry_t *entry;
1703 hash = table->hash_function(key);
1704 idx = hash & (table->bucket_count - 1);
1705 entry = hash_table_get_by_idx(table, key, idx);
1709 HeapFree(GetProcessHeap(), 0, key);
1710 entry->value = value;
1714 HeapFree(GetProcessHeap(), 0, entry->key);
1717 /* Remove the entry */
1718 list_remove(&entry->entry);
1719 list_add_head(&table->free_entries, &entry->entry);
1723 /* Shrink if necessary */
1724 if (table->count < table->shrink_size) {
1725 if (!hash_table_resize(table, table->bucket_count >> 1))
1727 ERR("Failed to shrink the table...\n");
1737 /* Grow if necessary */
1738 if (table->count >= table->grow_size)
1740 if (!hash_table_resize(table, table->bucket_count << 1))
1742 ERR("Failed to grow the table, returning.\n");
1746 idx = hash & (table->bucket_count - 1);
1749 /* Find an entry to insert */
1750 if (!list_empty(&table->free_entries))
1752 struct list *elem = list_head(&table->free_entries);
1755 entry = LIST_ENTRY(elem, struct hash_table_entry_t, entry);
1757 entry = table->entries + (table->entry_count++);
1760 /* Insert the entry */
1762 entry->value = value;
1764 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1765 list_add_head(&table->buckets[idx], &entry->entry);
1770 void hash_table_remove(struct hash_table_t *table, void *key)
1772 hash_table_put(table, key, NULL);
1775 void *hash_table_get(struct hash_table_t *table, const void *key)
1778 struct hash_table_entry_t *entry;
1780 idx = table->hash_function(key) & (table->bucket_count - 1);
1781 entry = hash_table_get_by_idx(table, key, idx);
1783 return entry ? entry->value : NULL;
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) {
1791 static const unsigned char args[WINED3DTOP_LERP + 1] = {
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
1822 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
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;
1840 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1842 settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
1843 if(ignore_textype) {
1844 settings->op[i].tex_type = tex_1d;
1846 switch(stateblock->textureDimensions[i]) {
1848 settings->op[i].tex_type = tex_1d;
1851 settings->op[i].tex_type = tex_2d;
1854 settings->op[i].tex_type = tex_3d;
1856 case GL_TEXTURE_CUBE_MAP_ARB:
1857 settings->op[i].tex_type = tex_cube;
1859 case GL_TEXTURE_RECTANGLE_ARB:
1860 settings->op[i].tex_type = tex_rect;
1865 settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1866 settings->op[i].tex_type = tex_1d;
1869 cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1870 aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
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;
1876 if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1877 carg1, carg2, carg0)) {
1880 carg1 = WINED3DTA_CURRENT;
1881 cop = WINED3DTOP_SELECTARG1;
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
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;
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];
1904 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1905 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1907 if(aop == WINED3DTOP_DISABLE) {
1908 aarg1 = WINED3DTA_TEXTURE;
1909 aop = WINED3DTOP_SELECTARG1;
1911 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
1912 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1913 aarg2 = WINED3DTA_TEXTURE;
1914 aop = WINED3DTOP_MODULATE;
1916 else aarg1 = WINED3DTA_TEXTURE;
1918 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
1919 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1920 aarg1 = WINED3DTA_TEXTURE;
1921 aop = WINED3DTOP_MODULATE;
1923 else aarg2 = WINED3DTA_TEXTURE;
1928 if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
1929 aarg1, aarg2, aarg0)) {
1932 aarg1 = WINED3DTA_CURRENT;
1933 aop = WINED3DTOP_SELECTARG1;
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;
1944 settings->op[i].projected = proj_none;
1947 settings->op[i].projected = proj_none;
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;
1959 if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
1960 settings->op[i].dst = tempreg;
1962 settings->op[i].dst = resultreg;
1966 /* Clear unsupported stages */
1967 for(; i < MAX_TEXTURES; i++) {
1968 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
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;
1979 case WINED3DFOG_EXP:
1980 settings->fog = FOG_EXP;
1982 case WINED3DFOG_EXP2:
1983 settings->fog = FOG_EXP2;
1987 switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1988 case WINED3DFOG_LINEAR:
1989 settings->fog = FOG_LINEAR;
1991 case WINED3DFOG_EXP:
1992 settings->fog = FOG_EXP;
1994 case WINED3DFOG_EXP2:
1995 settings->fog = FOG_EXP2;
1999 if(stateblock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
2000 settings->sRGB_write = 1;
2002 settings->sRGB_write = 0;
2005 #undef GLINFO_LOCATION
2007 const struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders,
2008 const struct ffp_frag_settings *settings)
2010 return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
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
2019 *key = desc->settings;
2020 hash_table_put(shaders, key, desc);
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
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]) {
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)");
2038 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2039 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2040 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2042 glEnable(GL_TEXTURE_2D);
2043 checkGLcall("glEnable(GL_TEXTURE_2D)");
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)");
2054 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2055 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2058 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2059 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2060 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2062 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2063 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2064 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2066 glDisable(GL_TEXTURE_2D);
2067 checkGLcall("glDisable(GL_TEXTURE_2D)");
2068 glEnable(GL_TEXTURE_3D);
2069 checkGLcall("glEnable(GL_TEXTURE_3D)");
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)");
2080 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2081 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
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)");
2093 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2094 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2095 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2097 /* Binding textures is done by samplers. A dummy texture will be bound */
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];
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
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;
2113 texture_activate_dimensions(sampler, stateblock, context);
2115 #undef GLINFO_LOCATION
2117 unsigned int ffp_frag_program_key_hash(const void *key)
2119 const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key;
2120 unsigned int hash = 0, i;
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.
2129 for(i = 0; i < 2; i++) {
2130 blob = (const DWORD *)&k->op[i];
2131 hash ^= blob[0] ^ blob[1];
2134 hash += ~(hash << 15);
2135 hash ^= (hash >> 10);
2136 hash += (hash << 3);
2137 hash ^= (hash >> 6);
2138 hash += ~(hash << 11);
2139 hash ^= (hash >> 16);
2144 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
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;
2149 return memcmp(ka, kb, sizeof(*ka)) == 0;