wined3d: Update the overlay when the destination was drawn to.
[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 2006-2007 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 };
118
119 typedef struct {
120     WINED3DFORMAT           fmt;
121     GLint                   glInternal, glGammaInternal, rtInternal, glFormat, glType;
122     unsigned int            Flags;
123 } GlPixelFormatDescTemplate;
124
125 /*****************************************************************************
126  * OpenGL format template. Contains unexciting formats which do not need
127  * extension checks. The order in this table is independent of the order in
128  * the table StaticPixelFormatDesc above. Not all formats have to be in this
129  * table.
130  */
131 static const GlPixelFormatDescTemplate gl_formats_template[] = {
132   /*{                           internal                         ,srgbInternal                           , rtInternal,  format                    ,type \
133         ,Flags }*/
134     {WINED3DFMT_UNKNOWN        ,0                                ,0                                      , 0,           0                         ,0
135         ,0 },
136     /* FourCC formats */
137     /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
138      * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
139      * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
140      * Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
141      * endian machine
142      */
143     {WINED3DFMT_UYVY           ,GL_RGB                           ,GL_RGB                                 , 0,           GL_YCBCR_422_APPLE        ,UNSIGNED_SHORT_8_8_APPLE
144         ,WINED3DFMT_FLAG_FILTERING },
145     {WINED3DFMT_YUY2           ,GL_RGB                           ,GL_RGB                                 , 0,           GL_YCBCR_422_APPLE        ,UNSIGNED_SHORT_8_8_REV_APPLE
146         ,WINED3DFMT_FLAG_FILTERING },
147     {WINED3DFMT_DXT1           ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
148         ,WINED3DFMT_FLAG_FILTERING },
149     {WINED3DFMT_DXT2           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
150         ,WINED3DFMT_FLAG_FILTERING },
151     {WINED3DFMT_DXT3           ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
152         ,WINED3DFMT_FLAG_FILTERING },
153     {WINED3DFMT_DXT4           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
154         ,WINED3DFMT_FLAG_FILTERING },
155     {WINED3DFMT_DXT5           ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0,           GL_RGBA                   ,GL_UNSIGNED_BYTE
156         ,WINED3DFMT_FLAG_FILTERING },
157     {WINED3DFMT_MULTI2_ARGB8   ,0                                ,0                                      , 0,           0                         ,0
158         ,0 },
159     {WINED3DFMT_G8R8_G8B8      ,0                                ,0                                      , 0,           0                         ,0
160         ,0 },
161     {WINED3DFMT_R8G8_B8G8      ,0                                ,0                                      , 0,           0                         ,0
162         ,0 },
163     /* IEEE formats */
164     {WINED3DFMT_R32F           ,GL_RGB32F_ARB                    ,GL_RGB32F_ARB                          , 0,           GL_RED                    ,GL_FLOAT
165         ,WINED3DFMT_FLAG_RENDERTARGET },
166     {WINED3DFMT_G32R32F        ,0                                ,0                                      , 0,           0                         ,0
167         ,WINED3DFMT_FLAG_RENDERTARGET },
168     {WINED3DFMT_A32B32G32R32F  ,GL_RGBA32F_ARB                   ,GL_RGBA32F_ARB                         , 0,           GL_RGBA                   ,GL_FLOAT
169         ,WINED3DFMT_FLAG_RENDERTARGET },
170     /* Hmm? */
171     {WINED3DFMT_CxV8U8         ,0                                ,0                                      , 0,           0                         ,0
172         ,0 },
173     /* Float */
174     {WINED3DFMT_R16F           ,GL_RGB16F_ARB                    ,GL_RGB16F_ARB                          , 0,           GL_RED                    ,GL_HALF_FLOAT_ARB
175         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
176     {WINED3DFMT_G16R16F        ,0                                ,0                                      , 0,           0                         ,0
177         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
178     {WINED3DFMT_A16B16G16R16F  ,GL_RGBA16F_ARB                   ,GL_RGBA16F_ARB                         , 0,           GL_RGBA                   ,GL_HALF_FLOAT_ARB
179         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180     /* Palettized formats */
181     {WINED3DFMT_A8P8,           0                                ,0                                      , 0,           0                         ,0
182         ,0 },
183     {WINED3DFMT_P8,             GL_COLOR_INDEX8_EXT              ,GL_COLOR_INDEX8_EXT                    , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_BYTE
184         ,0 },
185     /* Standard ARGB formats */
186     {WINED3DFMT_R8G8B8         ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_BGR                    ,GL_UNSIGNED_BYTE
187         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
188     {WINED3DFMT_A8R8G8B8       ,GL_RGBA8                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
189         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
190     {WINED3DFMT_X8R8G8B8       ,GL_RGB8                          ,GL_SRGB8_EXT                           , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
191         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
192     {WINED3DFMT_R5G6B5         ,GL_RGB5                          ,GL_RGB5                                , GL_RGB8,     GL_RGB                    ,GL_UNSIGNED_SHORT_5_6_5
193         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
194     {WINED3DFMT_X1R5G5B5       ,GL_RGB5                          ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
195         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
196     {WINED3DFMT_A1R5G5B5       ,GL_RGB5_A1                       ,GL_RGB5_A1                             , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_1_5_5_5_REV
197         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
198     {WINED3DFMT_A4R4G4B4       ,GL_RGBA4                         ,GL_SRGB8_ALPHA8_EXT                    , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
199         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
200     {WINED3DFMT_R3G3B2         ,GL_R3_G3_B2                      ,GL_R3_G3_B2                            , 0,           GL_RGB                    ,GL_UNSIGNED_BYTE_3_3_2
201         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
202     {WINED3DFMT_A8             ,GL_ALPHA8                        ,GL_ALPHA8                              , 0,           GL_ALPHA                  ,GL_UNSIGNED_BYTE
203         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
204     {WINED3DFMT_A8R3G3B2       ,0                                ,0                                      , 0,           0                         ,0
205         ,0 },
206     {WINED3DFMT_X4R4G4B4       ,GL_RGB4                          ,GL_RGB4                                , 0,           GL_BGRA                   ,GL_UNSIGNED_SHORT_4_4_4_4_REV
207         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
208     {WINED3DFMT_A2B10G10R10    ,GL_RGBA                          ,GL_RGBA                                , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
209         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
210     {WINED3DFMT_A8B8G8R8       ,GL_RGBA8                         ,GL_RGBA8                               , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
211         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
212     {WINED3DFMT_X8B8G8R8       ,GL_RGB8                          ,GL_RGB8                                , 0,           GL_RGBA                   ,GL_UNSIGNED_INT_8_8_8_8_REV
213         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
214     {WINED3DFMT_G16R16         ,GL_RGB16_EXT                     ,GL_RGB16_EXT                           , 0,           GL_RGB                    ,GL_UNSIGNED_SHORT
215         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
216     {WINED3DFMT_A2R10G10B10    ,GL_RGBA                          ,GL_RGBA                                , 0,           GL_BGRA                   ,GL_UNSIGNED_INT_2_10_10_10_REV
217         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
218     {WINED3DFMT_A16B16G16R16   ,GL_RGBA16_EXT                    ,GL_RGBA16_EXT                          , 0,           GL_RGBA                   ,GL_UNSIGNED_SHORT
219         ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
220     /* Luminance */
221     {WINED3DFMT_L8             ,GL_LUMINANCE8                    ,GL_SLUMINANCE8_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_BYTE
222         ,WINED3DFMT_FLAG_FILTERING },
223     {WINED3DFMT_A8L8           ,GL_LUMINANCE8_ALPHA8             ,GL_SLUMINANCE8_ALPHA8_EXT              , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
224         ,WINED3DFMT_FLAG_FILTERING },
225     {WINED3DFMT_A4L4           ,GL_LUMINANCE4_ALPHA4             ,GL_LUMINANCE4_ALPHA4                   , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
226         ,0 },
227     /* Bump mapping stuff */
228     {WINED3DFMT_V8U8           ,GL_DSDT8_NV                      ,GL_DSDT8_NV                            , 0,           GL_DSDT_NV                ,GL_BYTE
229         ,WINED3DFMT_FLAG_FILTERING },
230     {WINED3DFMT_L6V5U5         ,GL_DSDT8_MAG8_NV                 ,GL_DSDT8_MAG8_NV                       , 0,           GL_DSDT_MAG_NV            ,GL_BYTE
231         ,WINED3DFMT_FLAG_FILTERING },
232     {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
233         ,WINED3DFMT_FLAG_FILTERING },
234     {WINED3DFMT_Q8W8V8U8       ,GL_SIGNED_RGBA8_NV               ,GL_SIGNED_RGBA8_NV                     , 0,           GL_RGBA                   ,GL_BYTE
235         ,WINED3DFMT_FLAG_FILTERING },
236     {WINED3DFMT_V16U16         ,GL_SIGNED_HILO16_NV              ,GL_SIGNED_HILO16_NV                    , 0,           GL_HILO_NV                ,GL_SHORT
237         ,WINED3DFMT_FLAG_FILTERING },
238     {WINED3DFMT_W11V11U10      ,0                                ,0                                      , 0,           0                         ,0
239         ,0 },
240     {WINED3DFMT_A2W10V10U10    ,0                                ,0                                      , 0,           0                         ,0
241         ,0 },
242     /* Depth stencil formats */
243     {WINED3DFMT_D16_LOCKABLE   ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
244         ,WINED3DFMT_FLAG_DEPTH },
245     {WINED3DFMT_D32            ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
246         ,WINED3DFMT_FLAG_DEPTH },
247     {WINED3DFMT_D15S1          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
248         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
249     {WINED3DFMT_D24S8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
250         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
251     {WINED3DFMT_D24X8          ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
252         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
253     {WINED3DFMT_D24X4S4        ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_INT
254         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
255     {WINED3DFMT_D16            ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_UNSIGNED_SHORT
256         ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
257     {WINED3DFMT_L16            ,GL_LUMINANCE16_EXT               ,GL_LUMINANCE16_EXT                     , 0,           GL_LUMINANCE              ,GL_UNSIGNED_SHORT
258         ,WINED3DFMT_FLAG_FILTERING },
259     {WINED3DFMT_D32F_LOCKABLE  ,GL_DEPTH_COMPONENT32_ARB         ,GL_DEPTH_COMPONENT32_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
260         ,WINED3DFMT_FLAG_DEPTH },
261     {WINED3DFMT_D24FS8         ,GL_DEPTH_COMPONENT24_ARB         ,GL_DEPTH_COMPONENT24_ARB               , 0,           GL_DEPTH_COMPONENT        ,GL_FLOAT
262         ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
263     /* Is this a vertex buffer? */
264     {WINED3DFMT_VERTEXDATA     ,0                                ,0                                      , 0,           0                         ,0
265         ,0 },
266     {WINED3DFMT_INDEX16        ,0                                ,0                                      , 0,           0                         ,0
267         ,0 },
268     {WINED3DFMT_INDEX32        ,0                                ,0                                      , 0,           0                         ,0
269         ,0 },
270     {WINED3DFMT_Q16W16V16U16   ,GL_COLOR_INDEX                   ,GL_COLOR_INDEX                         , 0,           GL_COLOR_INDEX            ,GL_UNSIGNED_SHORT
271         ,0 },
272     /* Vendor-specific formats */
273     {WINED3DFMT_ATI2N          ,0                                ,0                                      , 0,           GL_LUMINANCE_ALPHA        ,GL_UNSIGNED_BYTE
274         ,0 }
275 };
276
277 static inline int getFmtIdx(WINED3DFORMAT fmt) {
278     /* First check if the format is at the position of its value.
279      * This will catch the argb formats before the loop is entered
280      */
281     if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
282         return fmt;
283     } else {
284         unsigned int i;
285         for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
286             if(formats[i].format == fmt) {
287                 return i;
288             }
289         }
290     }
291     return -1;
292 }
293
294 #define GLINFO_LOCATION (*gl_info)
295 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
296 {
297     unsigned int src;
298     int dst;
299
300     gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
301                                     sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
302     if(!gl_info->gl_formats) return FALSE;
303
304     /* If a format depends on some extensions, remove them from the table above and initialize them
305      * after this loop
306      */
307     for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
308         dst = getFmtIdx(gl_formats_template[src].fmt);
309         gl_info->gl_formats[dst].glInternal      = gl_formats_template[src].glInternal;
310         gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
311         gl_info->gl_formats[dst].glFormat        = gl_formats_template[src].glFormat;
312         gl_info->gl_formats[dst].glType          = gl_formats_template[src].glType;
313         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
314         gl_info->gl_formats[dst].Flags           = gl_formats_template[src].Flags;
315
316         if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
317            gl_formats_template[src].rtInternal != 0) {
318             GLuint tex, fb;
319             GLenum status;
320
321             /* Check if the default internal format is supported as a frame buffer target, otherwise
322              * fall back to the render target internal.
323              *
324              * Try to stick to the standard format if possible, this limits precision differences
325              */
326             while(glGetError());
327             glGenTextures(1, &tex);
328             glBindTexture(GL_TEXTURE_2D, tex);
329             glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
330                          GL_RGBA, GL_UNSIGNED_BYTE, NULL);
331
332             GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
333             GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
334             GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
335                                                  GL_TEXTURE_2D, tex, 0));
336
337             status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
338             GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
339             glDeleteTextures(1, &tex);
340
341             checkGLcall("Framebuffer format check");
342
343             if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
344                 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
345                     debug_d3dformat(gl_formats_template[src].fmt));
346                 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
347             } else {
348                 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
349                 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
350             }
351
352         } else {
353             gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
354         }
355     }
356
357     /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
358      * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
359      * their extensions are not available.
360      *
361      * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
362      * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
363      * an application that needs this because it causes performance problems due to
364      * shader recompiling in some games.
365      */
366     if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
367         /* signed -> unsigned fixup */
368         dst = getFmtIdx(WINED3DFMT_V8U8);
369         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
370         dst = getFmtIdx(WINED3DFMT_V16U16);
371         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
372     } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
373         /* signed -> unsigned fixup */
374         dst = getFmtIdx(WINED3DFMT_V16U16);
375         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
376     } else {
377         /* Blue = 1.0 fixup, disabled for now */
378 #if 0
379         dst = getFmtIdx(WINED3DFMT_V8U8);
380         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
381         dst = getFmtIdx(WINED3DFMT_V16U16);
382         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
383 #endif
384     }
385
386     if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
387         /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
388          * with each other
389          */
390         dst = getFmtIdx(WINED3DFMT_L6V5U5);
391         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
392         dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
393         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
394         dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
395         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
396     } else {
397         /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
398          * are converted at surface loading time, but they do not need any modification in
399          * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
400          * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
401          */
402     }
403
404     if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
405         dst = getFmtIdx(WINED3DFMT_ATI2N);
406         gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
407         gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
408         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
409     } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
410         dst = getFmtIdx(WINED3DFMT_ATI2N);
411         gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
412         gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
413         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
414     }
415
416     if(!GL_SUPPORT(APPLE_YCBCR_422)) {
417         dst = getFmtIdx(WINED3DFMT_YUY2);
418         gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
419         gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
420         gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
421         gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
422         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2;
423
424         dst = getFmtIdx(WINED3DFMT_UYVY);
425         gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
426         gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
427         gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
428         gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
429         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY;
430     }
431     return TRUE;
432 }
433
434 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
435 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
436                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
437                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
438                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
439                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
440                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
441                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
442                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
443                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
444                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
445                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
446                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
447                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
448                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
449                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
450                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
451                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
452                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
453
454 void init_type_lookup(WineD3D_GL_Info *gl_info) {
455     memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
456     if(!GL_SUPPORT(NV_HALF_FLOAT)) {
457         /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
458          * It is the job of the vertex buffer code to make sure that the vbos have the right format
459          */
460         gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
461         gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
462     }
463 }
464
465 #undef GLINFO_LOCATION
466
467 #define GLINFO_LOCATION This->adapter->gl_info
468
469 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, 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_DXT1);
532     FMT_TO_STR(WINED3DFMT_DXT2);
533     FMT_TO_STR(WINED3DFMT_DXT3);
534     FMT_TO_STR(WINED3DFMT_DXT4);
535     FMT_TO_STR(WINED3DFMT_DXT5);
536     FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
537     FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
538     FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
539     FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
540     FMT_TO_STR(WINED3DFMT_D32);
541     FMT_TO_STR(WINED3DFMT_D15S1);
542     FMT_TO_STR(WINED3DFMT_D24S8);
543     FMT_TO_STR(WINED3DFMT_D24X8);
544     FMT_TO_STR(WINED3DFMT_D24X4S4);
545     FMT_TO_STR(WINED3DFMT_D16);
546     FMT_TO_STR(WINED3DFMT_L16);
547     FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
548     FMT_TO_STR(WINED3DFMT_D24FS8);
549     FMT_TO_STR(WINED3DFMT_VERTEXDATA);
550     FMT_TO_STR(WINED3DFMT_INDEX16);
551     FMT_TO_STR(WINED3DFMT_INDEX32);
552     FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
553     FMT_TO_STR(WINED3DFMT_R16F);
554     FMT_TO_STR(WINED3DFMT_G16R16F);
555     FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
556     FMT_TO_STR(WINED3DFMT_R32F);
557     FMT_TO_STR(WINED3DFMT_G32R32F);
558     FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
559     FMT_TO_STR(WINED3DFMT_CxV8U8);
560     FMT_TO_STR(WINED3DFMT_ATI2N);
561 #undef FMT_TO_STR
562   default:
563     {
564       char fourcc[5];
565       fourcc[0] = (char)(fmt);
566       fourcc[1] = (char)(fmt >> 8);
567       fourcc[2] = (char)(fmt >> 16);
568       fourcc[3] = (char)(fmt >> 24);
569       fourcc[4] = 0;
570       if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
571         FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
572       else
573         FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
574     }
575     return "unrecognized";
576   }
577 }
578
579 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
580   switch (devtype) {
581 #define DEVTYPE_TO_STR(dev) case dev: return #dev
582     DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
583     DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
584     DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
585 #undef DEVTYPE_TO_STR
586   default:
587     FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
588     return "unrecognized";
589   }
590 }
591
592 const char* debug_d3dusage(DWORD usage) {
593   switch (usage & WINED3DUSAGE_MASK) {
594 #define WINED3DUSAGE_TO_STR(u) case u: return #u
595     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
596     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
597     WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
598     WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
599     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
600     WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
601     WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
602     WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
603     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
604     WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
605     WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
606 #undef WINED3DUSAGE_TO_STR
607   case 0: return "none";
608   default:
609     FIXME("Unrecognized %u Usage!\n", usage);
610     return "unrecognized";
611   }
612 }
613
614 const char* debug_d3dusagequery(DWORD usagequery) {
615   switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
616 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
617     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
618     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
619     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
620     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
621     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
622     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
623     WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
624 #undef WINED3DUSAGEQUERY_TO_STR
625   case 0: return "none";
626   default:
627     FIXME("Unrecognized %u Usage Query!\n", usagequery);
628     return "unrecognized";
629   }
630 }
631
632 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
633     switch (method) {
634 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
635         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
636         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
637         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
638         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
639         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
640         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
641         WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
642 #undef WINED3DDECLMETHOD_TO_STR
643         default:
644             FIXME("Unrecognized %u declaration method!\n", method);
645             return "unrecognized";
646     }
647 }
648
649 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
650     switch (type) {
651 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
652         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
653         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
654         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
655         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
656         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
657         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
658         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
659         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
660         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
661         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
662         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
663         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
664         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
665         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
666         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
667         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
668         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
669         WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
670 #undef WINED3DDECLTYPE_TO_STR
671         default:
672             FIXME("Unrecognized %u declaration type!\n", type);
673             return "unrecognized";
674     }
675 }
676
677 const char* debug_d3ddeclusage(BYTE usage) {
678     switch (usage) {
679 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
680         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
681         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
682         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
683         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
684         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
685         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
686         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
687         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
688         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
689         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
690         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
691         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
692         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
693         WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
694 #undef WINED3DDECLUSAGE_TO_STR
695         default:
696             FIXME("Unrecognized %u declaration usage!\n", usage);
697             return "unrecognized";
698     }
699 }
700
701 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
702   switch (res) {
703 #define RES_TO_STR(res) case res: return #res;
704     RES_TO_STR(WINED3DRTYPE_SURFACE);
705     RES_TO_STR(WINED3DRTYPE_VOLUME);
706     RES_TO_STR(WINED3DRTYPE_TEXTURE);
707     RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
708     RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
709     RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
710     RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
711 #undef  RES_TO_STR
712   default:
713     FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
714     return "unrecognized";
715   }
716 }
717
718 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
719   switch (PrimitiveType) {
720 #define PRIM_TO_STR(prim) case prim: return #prim;
721     PRIM_TO_STR(WINED3DPT_POINTLIST);
722     PRIM_TO_STR(WINED3DPT_LINELIST);
723     PRIM_TO_STR(WINED3DPT_LINESTRIP);
724     PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
725     PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
726     PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
727 #undef  PRIM_TO_STR
728   default:
729     FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
730     return "unrecognized";
731   }
732 }
733
734 const char* debug_d3drenderstate(DWORD state) {
735   switch (state) {
736 #define D3DSTATE_TO_STR(u) case u: return #u
737     D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE             );
738     D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS                 );
739     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS            );
740     D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE        );
741     D3DSTATE_TO_STR(WINED3DRS_WRAPU                     );
742     D3DSTATE_TO_STR(WINED3DRS_WRAPV                     );
743     D3DSTATE_TO_STR(WINED3DRS_ZENABLE                   );
744     D3DSTATE_TO_STR(WINED3DRS_FILLMODE                  );
745     D3DSTATE_TO_STR(WINED3DRS_SHADEMODE                 );
746     D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN               );
747     D3DSTATE_TO_STR(WINED3DRS_MONOENABLE                );
748     D3DSTATE_TO_STR(WINED3DRS_ROP2                      );
749     D3DSTATE_TO_STR(WINED3DRS_PLANEMASK                 );
750     D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE              );
751     D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE           );
752     D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL                 );
753     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG                );
754     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN                );
755     D3DSTATE_TO_STR(WINED3DRS_SRCBLEND                  );
756     D3DSTATE_TO_STR(WINED3DRS_DESTBLEND                 );
757     D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND           );
758     D3DSTATE_TO_STR(WINED3DRS_CULLMODE                  );
759     D3DSTATE_TO_STR(WINED3DRS_ZFUNC                     );
760     D3DSTATE_TO_STR(WINED3DRS_ALPHAREF                  );
761     D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC                 );
762     D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE              );
763     D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE          );
764     D3DSTATE_TO_STR(WINED3DRS_FOGENABLE                 );
765     D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE            );
766     D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE                  );
767     D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL                  );
768     D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX                 );
769     D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA             );
770     D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR                  );
771     D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE              );
772     D3DSTATE_TO_STR(WINED3DRS_FOGSTART                  );
773     D3DSTATE_TO_STR(WINED3DRS_FOGEND                    );
774     D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY                );
775     D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE             );
776     D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS             );
777     D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE            );
778     D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR               );
779     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU           );
780     D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV           );
781     D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS             );
782     D3DSTATE_TO_STR(WINED3DRS_ZBIAS                     );
783     D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE            );
784     D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY                );
785     D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH                );
786     D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
787     D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE             );
788     D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL               );
789     D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL              );
790     D3DSTATE_TO_STR(WINED3DRS_STENCILPASS               );
791     D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC               );
792     D3DSTATE_TO_STR(WINED3DRS_STENCILREF                );
793     D3DSTATE_TO_STR(WINED3DRS_STENCILMASK               );
794     D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK          );
795     D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR             );
796     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00          );
797     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01          );
798     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02          );
799     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03          );
800     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04          );
801     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05          );
802     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06          );
803     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07          );
804     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08          );
805     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09          );
806     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10          );
807     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11          );
808     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12          );
809     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13          );
810     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14          );
811     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15          );
812     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16          );
813     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17          );
814     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18          );
815     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19          );
816     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20          );
817     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21          );
818     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22          );
819     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23          );
820     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24          );
821     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25          );
822     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26          );
823     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27          );
824     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28          );
825     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29          );
826     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30          );
827     D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31          );
828     D3DSTATE_TO_STR(WINED3DRS_WRAP0                     );
829     D3DSTATE_TO_STR(WINED3DRS_WRAP1                     );
830     D3DSTATE_TO_STR(WINED3DRS_WRAP2                     );
831     D3DSTATE_TO_STR(WINED3DRS_WRAP3                     );
832     D3DSTATE_TO_STR(WINED3DRS_WRAP4                     );
833     D3DSTATE_TO_STR(WINED3DRS_WRAP5                     );
834     D3DSTATE_TO_STR(WINED3DRS_WRAP6                     );
835     D3DSTATE_TO_STR(WINED3DRS_WRAP7                     );
836     D3DSTATE_TO_STR(WINED3DRS_CLIPPING                  );
837     D3DSTATE_TO_STR(WINED3DRS_LIGHTING                  );
838     D3DSTATE_TO_STR(WINED3DRS_EXTENTS                   );
839     D3DSTATE_TO_STR(WINED3DRS_AMBIENT                   );
840     D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE             );
841     D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX               );
842     D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER               );
843     D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS          );
844     D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE       );
845     D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE     );
846     D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE    );
847     D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE     );
848     D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE    );
849     D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND               );
850     D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE           );
851     D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING  );
852     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE                 );
853     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN             );
854     D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE         );
855     D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE          );
856     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A              );
857     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B              );
858     D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C              );
859     D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS      );
860     D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK           );
861     D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE            );
862     D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS             );
863     D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN         );
864     D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX             );
865     D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE  );
866     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE          );
867     D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR               );
868     D3DSTATE_TO_STR(WINED3DRS_BLENDOP                   );
869     D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE            );
870     D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE              );
871     D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE         );
872     D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS       );
873     D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE     );
874     D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL      );
875     D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL      );
876     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X            );
877     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y            );
878     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z            );
879     D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W            );
880     D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
881     D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE       );
882     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL           );
883     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL          );
884     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS           );
885     D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC           );
886     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1         );
887     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2         );
888     D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3         );
889     D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR               );
890     D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE           );
891     D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS                 );
892     D3DSTATE_TO_STR(WINED3DRS_WRAP8                     );
893     D3DSTATE_TO_STR(WINED3DRS_WRAP9                     );
894     D3DSTATE_TO_STR(WINED3DRS_WRAP10                    );
895     D3DSTATE_TO_STR(WINED3DRS_WRAP11                    );
896     D3DSTATE_TO_STR(WINED3DRS_WRAP12                    );
897     D3DSTATE_TO_STR(WINED3DRS_WRAP13                    );
898     D3DSTATE_TO_STR(WINED3DRS_WRAP14                    );
899     D3DSTATE_TO_STR(WINED3DRS_WRAP15                    );
900     D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE  );
901     D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA             );
902     D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA            );
903     D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA              );
904 #undef D3DSTATE_TO_STR
905   default:
906     FIXME("Unrecognized %u render state!\n", state);
907     return "unrecognized";
908   }
909 }
910
911 const char* debug_d3dsamplerstate(DWORD state) {
912   switch (state) {
913 #define D3DSTATE_TO_STR(u) case u: return #u
914     D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR  );
915     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU     );
916     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV     );
917     D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW     );
918     D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER    );
919     D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER    );
920     D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER    );
921     D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
922     D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL  );
923     D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
924     D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE  );
925     D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
926     D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET   );
927 #undef D3DSTATE_TO_STR
928   default:
929     FIXME("Unrecognized %u sampler state!\n", state);
930     return "unrecognized";
931   }
932 }
933
934 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
935     switch (filter_type) {
936 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
937         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
938         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
939         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
940         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
941         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
942         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
943         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
944         D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
945 #undef D3DTEXTUREFILTERTYPE_TO_STR
946         default:
947             FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
948             return "unrecognized";
949     }
950 }
951
952 const char* debug_d3dtexturestate(DWORD state) {
953   switch (state) {
954 #define D3DSTATE_TO_STR(u) case u: return #u
955     D3DSTATE_TO_STR(WINED3DTSS_COLOROP               );
956     D3DSTATE_TO_STR(WINED3DTSS_COLORARG1             );
957     D3DSTATE_TO_STR(WINED3DTSS_COLORARG2             );
958     D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP               );
959     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1             );
960     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2             );
961     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00          );
962     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01          );
963     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10          );
964     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11          );
965     D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX         );
966     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE         );
967     D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET        );
968     D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
969     D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW              );
970     D3DSTATE_TO_STR(WINED3DTSS_COLORARG0             );
971     D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0             );
972     D3DSTATE_TO_STR(WINED3DTSS_RESULTARG             );
973     D3DSTATE_TO_STR(WINED3DTSS_CONSTANT              );
974 #undef D3DSTATE_TO_STR
975   case 12:
976     /* Note WINED3DTSS are not consecutive, so skip these */
977     return "unused";
978   default:
979     FIXME("Unrecognized %u texture state!\n", state);
980     return "unrecognized";
981   }
982 }
983
984 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
985     switch (d3dtop) {
986 #define D3DTOP_TO_STR(u) case u: return #u
987         D3DTOP_TO_STR(WINED3DTOP_DISABLE);
988         D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
989         D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
990         D3DTOP_TO_STR(WINED3DTOP_MODULATE);
991         D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
992         D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
993         D3DTOP_TO_STR(WINED3DTOP_ADD);
994         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
995         D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
996         D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
997         D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
998         D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
999         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
1000         D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
1001         D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
1002         D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
1003         D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
1004         D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
1005         D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
1006         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
1007         D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
1008         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
1009         D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
1010         D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
1011         D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
1012         D3DTOP_TO_STR(WINED3DTOP_LERP);
1013 #undef D3DTOP_TO_STR
1014         default:
1015             FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
1016             return "unrecognized";
1017     }
1018 }
1019
1020 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
1021     switch (tstype) {
1022 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
1023     TSTYPE_TO_STR(WINED3DTS_VIEW);
1024     TSTYPE_TO_STR(WINED3DTS_PROJECTION);
1025     TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
1026     TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
1027     TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
1028     TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
1029     TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
1030     TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
1031     TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
1032     TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
1033     TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
1034 #undef TSTYPE_TO_STR
1035     default:
1036         if (tstype > 256 && tstype < 512) {
1037             FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
1038             return ("WINED3DTS_WORLDMATRIX > 0");
1039         }
1040         FIXME("Unrecognized %u WINED3DTS\n", tstype);
1041         return "unrecognized";
1042     }
1043 }
1044
1045 const char* debug_d3dpool(WINED3DPOOL Pool) {
1046   switch (Pool) {
1047 #define POOL_TO_STR(p) case p: return #p;
1048     POOL_TO_STR(WINED3DPOOL_DEFAULT);
1049     POOL_TO_STR(WINED3DPOOL_MANAGED);
1050     POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1051     POOL_TO_STR(WINED3DPOOL_SCRATCH);
1052 #undef  POOL_TO_STR
1053   default:
1054     FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1055     return "unrecognized";
1056   }
1057 }
1058
1059 const char *debug_fbostatus(GLenum status) {
1060     switch(status) {
1061 #define FBOSTATUS_TO_STR(u) case u: return #u
1062         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1063         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1064         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1065         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1066         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1067         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1068         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1069         FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1070 #undef FBOSTATUS_TO_STR
1071         default:
1072             FIXME("Unrecognied FBO status 0x%08x\n", status);
1073             return "unrecognized";
1074     }
1075 }
1076
1077 const char *debug_glerror(GLenum error) {
1078     switch(error) {
1079 #define GLERROR_TO_STR(u) case u: return #u
1080         GLERROR_TO_STR(GL_NO_ERROR);
1081         GLERROR_TO_STR(GL_INVALID_ENUM);
1082         GLERROR_TO_STR(GL_INVALID_VALUE);
1083         GLERROR_TO_STR(GL_INVALID_OPERATION);
1084         GLERROR_TO_STR(GL_STACK_OVERFLOW);
1085         GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1086         GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1087         GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1088 #undef GLERROR_TO_STR
1089         default:
1090             FIXME("Unrecognied GL error 0x%08x\n", error);
1091             return "unrecognized";
1092     }
1093 }
1094
1095 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1096     switch(basis) {
1097         case WINED3DBASIS_BEZIER:       return "WINED3DBASIS_BEZIER";
1098         case WINED3DBASIS_BSPLINE:      return "WINED3DBASIS_BSPLINE";
1099         case WINED3DBASIS_INTERPOLATE:  return "WINED3DBASIS_INTERPOLATE";
1100         default:                        return "unrecognized";
1101     }
1102 }
1103
1104 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1105     switch(degree) {
1106         case WINED3DDEGREE_LINEAR:      return "WINED3DDEGREE_LINEAR";
1107         case WINED3DDEGREE_QUADRATIC:   return "WINED3DDEGREE_QUADRATIC";
1108         case WINED3DDEGREE_CUBIC:       return "WINED3DDEGREE_CUBIC";
1109         case WINED3DDEGREE_QUINTIC:     return "WINED3DDEGREE_QUINTIC";
1110         default:                        return "unrecognized";
1111     }
1112 }
1113
1114 /*****************************************************************************
1115  * Useful functions mapping GL <-> D3D values
1116  */
1117 GLenum StencilOp(DWORD op) {
1118     switch(op) {
1119     case WINED3DSTENCILOP_KEEP    : return GL_KEEP;
1120     case WINED3DSTENCILOP_ZERO    : return GL_ZERO;
1121     case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1122     case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1123     case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1124     case WINED3DSTENCILOP_INVERT  : return GL_INVERT;
1125     case WINED3DSTENCILOP_INCR    : return GL_INCR_WRAP_EXT;
1126     case WINED3DSTENCILOP_DECR    : return GL_DECR_WRAP_EXT;
1127     default:
1128         FIXME("Unrecognized stencil op %d\n", op);
1129         return GL_KEEP;
1130     }
1131 }
1132
1133 GLenum CompareFunc(DWORD func) {
1134     switch ((WINED3DCMPFUNC)func) {
1135     case WINED3DCMP_NEVER        : return GL_NEVER;
1136     case WINED3DCMP_LESS         : return GL_LESS;
1137     case WINED3DCMP_EQUAL        : return GL_EQUAL;
1138     case WINED3DCMP_LESSEQUAL    : return GL_LEQUAL;
1139     case WINED3DCMP_GREATER      : return GL_GREATER;
1140     case WINED3DCMP_NOTEQUAL     : return GL_NOTEQUAL;
1141     case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1142     case WINED3DCMP_ALWAYS       : return GL_ALWAYS;
1143     default:
1144         FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1145         return 0;
1146     }
1147 }
1148
1149 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1150     if (op == WINED3DTOP_DISABLE) return FALSE;
1151     if (This->stateBlock->textures[stage]) return FALSE;
1152
1153     if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1154             && op != WINED3DTOP_SELECTARG2) return TRUE;
1155     if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1156             && op != WINED3DTOP_SELECTARG1) return TRUE;
1157     if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1158             && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1159
1160     return FALSE;
1161 }
1162
1163 /* Setup this textures matrix according to the texture flags*/
1164 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
1165 {
1166     float mat[16];
1167
1168     glMatrixMode(GL_TEXTURE);
1169     checkGLcall("glMatrixMode(GL_TEXTURE)");
1170
1171     if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1172         glLoadIdentity();
1173         checkGLcall("glLoadIdentity()");
1174         return;
1175     }
1176
1177     if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1178         ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1179         return;
1180     }
1181
1182     memcpy(mat, smat, 16 * sizeof(float));
1183
1184     if (flags & WINED3DTTFF_PROJECTED) {
1185         switch (flags & ~WINED3DTTFF_PROJECTED) {
1186         case WINED3DTTFF_COUNT2:
1187             mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1188             mat[1] = mat[5] = mat[9] = mat[13] = 0;
1189             break;
1190         case WINED3DTTFF_COUNT3:
1191             mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1192             mat[2] = mat[6] = mat[10] = mat[14] = 0;
1193             break;
1194         }
1195     } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1196         if(!calculatedCoords) {
1197             switch(coordtype) {
1198                 case WINED3DDECLTYPE_FLOAT1:
1199                     /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1200                      * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1201                      * the input value to the transformation will be 0, so the matrix value is irrelevant
1202                      */
1203                     mat[12] = mat[4];
1204                     mat[13] = mat[5];
1205                     mat[14] = mat[6];
1206                     mat[15] = mat[7];
1207                     break;
1208                 case WINED3DDECLTYPE_FLOAT2:
1209                     /* See above, just 3rd and 4th coord
1210                     */
1211                     mat[12] = mat[8];
1212                     mat[13] = mat[9];
1213                     mat[14] = mat[10];
1214                     mat[15] = mat[11];
1215                     break;
1216                 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1217                 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1218
1219                 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1220                  * into a bad place. The division elimination below will apply to make sure the
1221                  * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1222                  */
1223                 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1224                     break;
1225                 default:
1226                     FIXME("Unexpected fixed function texture coord input\n");
1227             }
1228         }
1229         switch (flags & ~WINED3DTTFF_PROJECTED) {
1230             /* case WINED3DTTFF_COUNT1: Won't ever get here */
1231             case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1232             /* OpenGL divides the first 3 vertex coord by the 4th by default,
1233              * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1234              * the 4th coord evaluates to 1.0 to eliminate that.
1235              *
1236              * If the fixed function pipeline is used, the 4th value remains unused,
1237              * so there is no danger in doing this. With vertex shaders we have a
1238              * problem. Should an app hit that problem, the code here would have to
1239              * check for pixel shaders, and the shader has to undo the default gl divide.
1240              *
1241              * A more serious problem occurs if the app passes 4 coordinates in, and the
1242              * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1243              * or a replacement shader
1244              */
1245             default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1246         }
1247     }
1248
1249     glLoadMatrixf(mat);
1250     checkGLcall("glLoadMatrixf(mat)");
1251 }
1252 #undef GLINFO_LOCATION
1253
1254 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1255
1256 /* This small helper function is used to convert a bitmask into the number of masked bits */
1257 unsigned int count_bits(unsigned int mask)
1258 {
1259     unsigned int count;
1260     for (count = 0; mask; ++count)
1261     {
1262         mask &= mask - 1;
1263     }
1264     return count;
1265 }
1266
1267 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1268  * The later function requires individual color components. */
1269 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1270 {
1271     const StaticPixelFormatDesc *desc;
1272
1273     TRACE("fmt: %s\n", debug_d3dformat(fmt));
1274     switch(fmt)
1275     {
1276         case WINED3DFMT_X8R8G8B8:
1277         case WINED3DFMT_R8G8B8:
1278         case WINED3DFMT_A8R8G8B8:
1279         case WINED3DFMT_A2R10G10B10:
1280         case WINED3DFMT_X1R5G5B5:
1281         case WINED3DFMT_A1R5G5B5:
1282         case WINED3DFMT_R5G6B5:
1283         case WINED3DFMT_X4R4G4B4:
1284         case WINED3DFMT_A4R4G4B4:
1285         case WINED3DFMT_R3G3B2:
1286         case WINED3DFMT_A8P8:
1287         case WINED3DFMT_P8:
1288             break;
1289         default:
1290             ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1291             return FALSE;
1292     }
1293
1294     desc = getFormatDescEntry(fmt, NULL, NULL);
1295     if(!desc)
1296     {
1297         ERR("Unable to look up format: 0x%x\n", fmt);
1298         return FALSE;
1299     }
1300     *redSize = count_bits(desc->redMask);
1301     *greenSize = count_bits(desc->greenMask);
1302     *blueSize = count_bits(desc->blueMask);
1303     *alphaSize = count_bits(desc->alphaMask);
1304     *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1305
1306     TRACE("Returning red:  %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1307     return TRUE;
1308 }
1309
1310 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1311 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1312 {
1313     const StaticPixelFormatDesc *desc;
1314
1315     TRACE("fmt: %s\n", debug_d3dformat(fmt));
1316     switch(fmt)
1317     {
1318         case WINED3DFMT_D16_LOCKABLE:
1319         case WINED3DFMT_D16:
1320         case WINED3DFMT_D15S1:
1321         case WINED3DFMT_D24X8:
1322         case WINED3DFMT_D24X4S4:
1323         case WINED3DFMT_D24S8:
1324         case WINED3DFMT_D24FS8:
1325         case WINED3DFMT_D32:
1326         case WINED3DFMT_D32F_LOCKABLE:
1327             break;
1328         default:
1329             FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1330             return FALSE;
1331     }
1332
1333     desc = getFormatDescEntry(fmt, NULL, NULL);
1334     if(!desc)
1335     {
1336         ERR("Unable to look up format: 0x%x\n", fmt);
1337         return FALSE;
1338     }
1339     *depthSize = desc->depthSize;
1340     *stencilSize = desc->stencilSize;
1341
1342     TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1343     return TRUE;
1344 }
1345
1346 #undef GLINFO_LOCATION
1347
1348 /* DirectDraw stuff */
1349 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1350     switch(depth) {
1351         case 8:  return WINED3DFMT_P8;
1352         case 15: return WINED3DFMT_X1R5G5B5;
1353         case 16: return WINED3DFMT_R5G6B5;
1354         case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1355         case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1356         default: return WINED3DFMT_UNKNOWN;
1357     }
1358 }
1359
1360 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1361     WINED3DMATRIX temp;
1362
1363     /* Now do the multiplication 'by hand'.
1364        I know that all this could be optimised, but this will be done later :-) */
1365     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);
1366     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);
1367     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);
1368     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);
1369
1370     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);
1371     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);
1372     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);
1373     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);
1374
1375     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);
1376     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);
1377     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);
1378     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);
1379
1380     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);
1381     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);
1382     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);
1383     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);
1384
1385     /* And copy the new matrix in the good storage.. */
1386     memcpy(dest, &temp, 16 * sizeof(float));
1387 }
1388
1389 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1390     DWORD size = 0;
1391     int i;
1392     int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1393
1394     if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1395     if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1396     if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1397     if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1398     switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1399         case WINED3DFVF_XYZ:    size += 3 * sizeof(float); break;
1400         case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1401         case WINED3DFVF_XYZB1:  size += 4 * sizeof(float); break;
1402         case WINED3DFVF_XYZB2:  size += 5 * sizeof(float); break;
1403         case WINED3DFVF_XYZB3:  size += 6 * sizeof(float); break;
1404         case WINED3DFVF_XYZB4:  size += 7 * sizeof(float); break;
1405         case WINED3DFVF_XYZB5:  size += 8 * sizeof(float); break;
1406         default: ERR("Unexpected position mask\n");
1407     }
1408     for (i = 0; i < numTextures; i++) {
1409         size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1410     }
1411
1412     return size;
1413 }
1414
1415 /***********************************************************************
1416  * CalculateTexRect
1417  *
1418  * Calculates the dimensions of the opengl texture used for blits.
1419  * Handled oversized opengl textures and updates the source rectangle
1420  * accordingly
1421  *
1422  * Params:
1423  *  This: Surface to operate on
1424  *  Rect: Requested rectangle
1425  *
1426  * Returns:
1427  *  TRUE if the texture part can be loaded,
1428  *  FALSE otherwise
1429  *
1430  *********************************************************************/
1431 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1432
1433 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1434     int x1 = Rect->left, x2 = Rect->right;
1435     int y1 = Rect->top, y2 = Rect->bottom;
1436     GLint maxSize = GL_LIMITS(texture_size);
1437
1438     TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1439           Rect->left, Rect->top, Rect->right, Rect->bottom);
1440
1441     /* The sizes might be reversed */
1442     if(Rect->left > Rect->right) {
1443         x1 = Rect->right;
1444         x2 = Rect->left;
1445     }
1446     if(Rect->top > Rect->bottom) {
1447         y1 = Rect->bottom;
1448         y2 = Rect->top;
1449     }
1450
1451     /* No oversized texture? This is easy */
1452     if(!(This->Flags & SFLAG_OVERSIZE)) {
1453         /* Which rect from the texture do I need? */
1454         if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1455             glTexCoord[0] = (float) Rect->left;
1456             glTexCoord[2] = (float) Rect->top;
1457             glTexCoord[1] = (float) Rect->right;
1458             glTexCoord[3] = (float) Rect->bottom;
1459         } else {
1460             glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1461             glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1462             glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1463             glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1464         }
1465
1466         return TRUE;
1467     } else {
1468         /* Check if we can succeed at all */
1469         if( (x2 - x1) > maxSize ||
1470             (y2 - y1) > maxSize ) {
1471             TRACE("Requested rectangle is too large for gl\n");
1472             return FALSE;
1473         }
1474
1475         /* A part of the texture has to be picked. First, check if
1476          * some texture part is loaded already, if yes try to re-use it.
1477          * If the texture is dirty, or the part can't be used,
1478          * re-position the part to load
1479          */
1480         if(This->Flags & SFLAG_INTEXTURE) {
1481             if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1482                This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1483                 /* Ok, the rectangle is ok, re-use it */
1484                 TRACE("Using existing gl Texture\n");
1485             } else {
1486                 /* Rectangle is not ok, dirtify the texture to reload it */
1487                 TRACE("Dirtifying texture to force reload\n");
1488                 This->Flags &= ~SFLAG_INTEXTURE;
1489             }
1490         }
1491
1492         /* Now if we are dirty(no else if!) */
1493         if(!(This->Flags & SFLAG_INTEXTURE)) {
1494             /* Set the new rectangle. Use the following strategy:
1495              * 1) Use as big textures as possible.
1496              * 2) Place the texture part in the way that the requested
1497              *    part is in the middle of the texture(well, almost)
1498              * 3) If the texture is moved over the edges of the
1499              *    surface, replace it nicely
1500              * 4) If the coord is not limiting the texture size,
1501              *    use the whole size
1502              */
1503             if((This->pow2Width) > maxSize) {
1504                 This->glRect.left = x1 - maxSize / 2;
1505                 if(This->glRect.left < 0) {
1506                     This->glRect.left = 0;
1507                 }
1508                 This->glRect.right = This->glRect.left + maxSize;
1509                 if(This->glRect.right > This->currentDesc.Width) {
1510                     This->glRect.right = This->currentDesc.Width;
1511                     This->glRect.left = This->glRect.right - maxSize;
1512                 }
1513             } else {
1514                 This->glRect.left = 0;
1515                 This->glRect.right = This->pow2Width;
1516             }
1517
1518             if(This->pow2Height > maxSize) {
1519                 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1520                 if(This->glRect.top < 0) This->glRect.top = 0;
1521                 This->glRect.bottom = This->glRect.left + maxSize;
1522                 if(This->glRect.bottom > This->currentDesc.Height) {
1523                     This->glRect.bottom = This->currentDesc.Height;
1524                     This->glRect.top = This->glRect.bottom - maxSize;
1525                 }
1526             } else {
1527                 This->glRect.top = 0;
1528                 This->glRect.bottom = This->pow2Height;
1529             }
1530             TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1531                    This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1532         }
1533
1534         /* Re-calculate the rect to draw */
1535         Rect->left -= This->glRect.left;
1536         Rect->right -= This->glRect.left;
1537         Rect->top -= This->glRect.top;
1538         Rect->bottom -= This->glRect.top;
1539
1540         /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1541          * or the pow2Width / pow2Height of the surface.
1542          *
1543          * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1544          * as regular GL_TEXTURE_2D.
1545          */
1546         glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1547         glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1548         glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1549         glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1550     }
1551     return TRUE;
1552 }
1553 #undef GLINFO_LOCATION
1554
1555 /* Hash table functions */
1556
1557 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1558 {
1559     hash_table_t *table;
1560     unsigned int initial_size = 8;
1561
1562     table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
1563     if (!table)
1564     {
1565         ERR("Failed to allocate table, returning NULL.\n");
1566         return NULL;
1567     }
1568
1569     table->hash_function = hash_function;
1570     table->compare_function = compare_function;
1571
1572     table->grow_size = initial_size - (initial_size >> 2);
1573     table->shrink_size = 0;
1574
1575     table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1576     if (!table->buckets)
1577     {
1578         ERR("Failed to allocate table buckets, returning NULL.\n");
1579         HeapFree(GetProcessHeap(), 0, table);
1580         return NULL;
1581     }
1582     table->bucket_count = initial_size;
1583
1584     table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
1585     if (!table->entries)
1586     {
1587         ERR("Failed to allocate table entries, returning NULL.\n");
1588         HeapFree(GetProcessHeap(), 0, table->buckets);
1589         HeapFree(GetProcessHeap(), 0, table);
1590         return NULL;
1591     }
1592     table->entry_count = 0;
1593
1594     list_init(&table->free_entries);
1595     table->count = 0;
1596
1597     return table;
1598 }
1599
1600 void hash_table_destroy(hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb)
1601 {
1602     unsigned int i = 0;
1603
1604     for (i = 0; i < table->entry_count; ++i)
1605     {
1606         if(free_value) {
1607             free_value(table->entries[i].value, cb);
1608         }
1609         HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1610     }
1611
1612     HeapFree(GetProcessHeap(), 0, table->entries);
1613     HeapFree(GetProcessHeap(), 0, table->buckets);
1614     HeapFree(GetProcessHeap(), 0, table);
1615 }
1616
1617 static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
1618 {
1619     hash_table_entry_t *entry;
1620
1621     if (table->buckets[idx].next)
1622         LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
1623             if (table->compare_function(entry->key, key)) return entry;
1624
1625     return NULL;
1626 }
1627
1628 static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
1629 {
1630     unsigned int new_entry_count = 0;
1631     hash_table_entry_t *new_entries;
1632     struct list *new_buckets;
1633     unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1634     unsigned int i;
1635
1636     new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1637     if (!new_buckets)
1638     {
1639         ERR("Failed to allocate new buckets, returning FALSE.\n");
1640         return FALSE;
1641     }
1642
1643     new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
1644     if (!new_entries)
1645     {
1646         ERR("Failed to allocate new entries, returning FALSE.\n");
1647         HeapFree(GetProcessHeap(), 0, new_buckets);
1648         return FALSE;
1649     }
1650
1651     for (i = 0; i < table->bucket_count; ++i)
1652     {
1653         if (table->buckets[i].next)
1654         {
1655             hash_table_entry_t *entry, *entry2;
1656
1657             LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
1658             {
1659                 int j;
1660                 hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1661                 *new_entry = *entry;
1662
1663                 j = new_entry->hash & (new_bucket_count - 1);
1664
1665                 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1666                 list_add_head(&new_buckets[j], &new_entry->entry);
1667             }
1668         }
1669     }
1670
1671     HeapFree(GetProcessHeap(), 0, table->buckets);
1672     table->buckets = new_buckets;
1673
1674     HeapFree(GetProcessHeap(), 0, table->entries);
1675     table->entries = new_entries;
1676
1677     table->entry_count = new_entry_count;
1678     list_init(&table->free_entries);
1679
1680     table->bucket_count = new_bucket_count;
1681     table->grow_size = grow_size;
1682     table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1683
1684     return TRUE;
1685 }
1686
1687 void hash_table_put(hash_table_t *table, void *key, void *value)
1688 {
1689     unsigned int idx;
1690     unsigned int hash;
1691     hash_table_entry_t *entry;
1692
1693     hash = table->hash_function(key);
1694     idx = hash & (table->bucket_count - 1);
1695     entry = hash_table_get_by_idx(table, key, idx);
1696
1697     if (entry)
1698     {
1699         HeapFree(GetProcessHeap(), 0, key);
1700         entry->value = value;
1701
1702         if (!value)
1703         {
1704             HeapFree(GetProcessHeap(), 0, entry->key);
1705             entry->key = NULL;
1706
1707             /* Remove the entry */
1708             list_remove(&entry->entry);
1709             list_add_head(&table->free_entries, &entry->entry);
1710
1711             --table->count;
1712
1713             /* Shrink if necessary */
1714             if (table->count < table->shrink_size) {
1715                 if (!hash_table_resize(table, table->bucket_count >> 1))
1716                 {
1717                     ERR("Failed to shrink the table...\n");
1718                 }
1719             }
1720         }
1721
1722         return;
1723     }
1724
1725     if (!value) return;
1726
1727     /* Grow if necessary */
1728     if (table->count >= table->grow_size)
1729     {
1730         if (!hash_table_resize(table, table->bucket_count << 1))
1731         {
1732             ERR("Failed to grow the table, returning.\n");
1733             return;
1734         }
1735
1736         idx = hash & (table->bucket_count - 1);
1737     }
1738
1739     /* Find an entry to insert */
1740     if (!list_empty(&table->free_entries))
1741     {
1742         struct list *elem = list_head(&table->free_entries);
1743
1744         list_remove(elem);
1745         entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
1746     } else {
1747         entry = table->entries + (table->entry_count++);
1748     }
1749
1750     /* Insert the entry */
1751     entry->key = key;
1752     entry->value = value;
1753     entry->hash = hash;
1754     if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1755     list_add_head(&table->buckets[idx], &entry->entry);
1756
1757     ++table->count;
1758 }
1759
1760 void hash_table_remove(hash_table_t *table, void *key)
1761 {
1762     hash_table_put(table, key, NULL);
1763 }
1764
1765 void *hash_table_get(hash_table_t *table, void *key)
1766 {
1767     unsigned int idx;
1768     hash_table_entry_t *entry;
1769
1770     idx = table->hash_function(key) & (table->bucket_count - 1);
1771     entry = hash_table_get_by_idx(table, key, idx);
1772
1773     return entry ? entry->value : NULL;
1774 }
1775
1776 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1777 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype) {
1778 #define ARG1 0x01
1779 #define ARG2 0x02
1780 #define ARG0 0x04
1781     static const unsigned char args[WINED3DTOP_LERP + 1] = {
1782         /* undefined                        */  0,
1783         /* D3DTOP_DISABLE                   */  0,
1784         /* D3DTOP_SELECTARG1                */  ARG1,
1785         /* D3DTOP_SELECTARG2                */  ARG2,
1786         /* D3DTOP_MODULATE                  */  ARG1 | ARG2,
1787         /* D3DTOP_MODULATE2X                */  ARG1 | ARG2,
1788         /* D3DTOP_MODULATE4X                */  ARG1 | ARG2,
1789         /* D3DTOP_ADD                       */  ARG1 | ARG2,
1790         /* D3DTOP_ADDSIGNED                 */  ARG1 | ARG2,
1791         /* D3DTOP_ADDSIGNED2X               */  ARG1 | ARG2,
1792         /* D3DTOP_SUBTRACT                  */  ARG1 | ARG2,
1793         /* D3DTOP_ADDSMOOTH                 */  ARG1 | ARG2,
1794         /* D3DTOP_BLENDDIFFUSEALPHA         */  ARG1 | ARG2,
1795         /* D3DTOP_BLENDTEXTUREALPHA         */  ARG1 | ARG2,
1796         /* D3DTOP_BLENDFACTORALPHA          */  ARG1 | ARG2,
1797         /* D3DTOP_BLENDTEXTUREALPHAPM       */  ARG1 | ARG2,
1798         /* D3DTOP_BLENDCURRENTALPHA         */  ARG1 | ARG2,
1799         /* D3DTOP_PREMODULATE               */  ARG1 | ARG2,
1800         /* D3DTOP_MODULATEALPHA_ADDCOLOR    */  ARG1 | ARG2,
1801         /* D3DTOP_MODULATECOLOR_ADDALPHA    */  ARG1 | ARG2,
1802         /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */  ARG1 | ARG2,
1803         /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */  ARG1 | ARG2,
1804         /* D3DTOP_BUMPENVMAP                */  ARG1 | ARG2,
1805         /* D3DTOP_BUMPENVMAPLUMINANCE       */  ARG1 | ARG2,
1806         /* D3DTOP_DOTPRODUCT3               */  ARG1 | ARG2,
1807         /* D3DTOP_MULTIPLYADD               */  ARG1 | ARG2 | ARG0,
1808         /* D3DTOP_LERP                      */  ARG1 | ARG2 | ARG0
1809     };
1810     unsigned int i;
1811     DWORD ttff;
1812     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
1813
1814     for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1815         IWineD3DBaseTextureImpl *texture;
1816         settings->op[i].padding = 0;
1817         if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1818             settings->op[i].cop = WINED3DTOP_DISABLE;
1819             settings->op[i].aop = WINED3DTOP_DISABLE;
1820             settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
1821             settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
1822             settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1823             settings->op[i].dst = resultreg;
1824             settings->op[i].tex_type = tex_1d;
1825             settings->op[i].projected = proj_none;
1826             i++;
1827             break;
1828         }
1829
1830         texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1831         if(texture) {
1832             settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
1833             if(ignore_textype) {
1834                 settings->op[i].tex_type = tex_1d;
1835             } else {
1836                 switch(stateblock->textureDimensions[i]) {
1837                     case GL_TEXTURE_1D:
1838                         settings->op[i].tex_type = tex_1d;
1839                         break;
1840                     case GL_TEXTURE_2D:
1841                         settings->op[i].tex_type = tex_2d;
1842                         break;
1843                     case GL_TEXTURE_3D:
1844                         settings->op[i].tex_type = tex_3d;
1845                         break;
1846                     case GL_TEXTURE_CUBE_MAP_ARB:
1847                         settings->op[i].tex_type = tex_cube;
1848                         break;
1849                     case GL_TEXTURE_RECTANGLE_ARB:
1850                         settings->op[i].tex_type = tex_rect;
1851                         break;
1852                 }
1853             }
1854         } else {
1855             settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
1856             settings->op[i].tex_type = tex_1d;
1857         }
1858
1859         cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1860         aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1861
1862         carg1 = (args[cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1863         carg2 = (args[cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1864         carg0 = (args[cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1865
1866         if(is_invalid_op(stateblock->wineD3DDevice, i, cop,
1867                          carg1, carg2, carg0)) {
1868             carg0 = 0xffffffff;
1869             carg2 = 0xffffffff;
1870             carg1 = WINED3DTA_CURRENT;
1871             cop = WINED3DTOP_SELECTARG1;
1872         }
1873
1874         aarg1 = (args[aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1875         aarg2 = (args[aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1876         aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1877
1878         if(i == 0 && stateblock->textures[0] &&
1879                   stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1880                  (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1881                   stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1882             IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1883
1884             if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1885                getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1886
1887                 if(aop == WINED3DTOP_DISABLE) {
1888                    aarg1 = WINED3DTA_TEXTURE;
1889                    aop = WINED3DTOP_SELECTARG1;
1890                 }
1891                 else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
1892                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1893                         aarg2 = WINED3DTA_TEXTURE;
1894                         aop = WINED3DTOP_MODULATE;
1895                     }
1896                     else aarg1 = WINED3DTA_TEXTURE;
1897                 }
1898                 else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
1899                     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1900                         aarg1 = WINED3DTA_TEXTURE;
1901                         aop = WINED3DTOP_MODULATE;
1902                     }
1903                     else aarg2 = WINED3DTA_TEXTURE;
1904                 }
1905             }
1906         }
1907
1908         if(is_invalid_op(stateblock->wineD3DDevice, i, aop,
1909            aarg1, aarg2, aarg0)) {
1910                aarg0 = 0xffffffff;
1911                aarg2 = 0xffffffff;
1912                aarg1 = WINED3DTA_CURRENT;
1913                aop = WINED3DTOP_SELECTARG1;
1914         }
1915
1916         if(carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE ||
1917            aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE) {
1918             ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1919             if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1920                 settings->op[i].projected = proj_count3;
1921             } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1922                 settings->op[i].projected = proj_count4;
1923             } else {
1924                 settings->op[i].projected = proj_none;
1925             }
1926         } else {
1927             settings->op[i].projected = proj_none;
1928         }
1929
1930         settings->op[i].cop = cop;
1931         settings->op[i].aop = aop;
1932         settings->op[i].carg0 = carg0;
1933         settings->op[i].carg1 = carg1;
1934         settings->op[i].carg2 = carg2;
1935         settings->op[i].aarg0 = aarg0;
1936         settings->op[i].aarg1 = aarg1;
1937         settings->op[i].aarg2 = aarg2;
1938
1939         if(stateblock->textureState[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP) {
1940             settings->op[i].dst = tempreg;
1941         } else {
1942             settings->op[i].dst = resultreg;
1943         }
1944     }
1945
1946     /* Clear unsupported stages */
1947     for(; i < MAX_TEXTURES; i++) {
1948         memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
1949     }
1950
1951     if(stateblock->renderState[WINED3DRS_FOGENABLE] == FALSE) {
1952         settings->fog = FOG_OFF;
1953     } else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1954         switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1955             case WINED3DFOG_NONE:
1956             case WINED3DFOG_LINEAR:
1957                 settings->fog = FOG_LINEAR;
1958                 break;
1959             case WINED3DFOG_EXP:
1960                 settings->fog = FOG_EXP;
1961                 break;
1962             case WINED3DFOG_EXP2:
1963                 settings->fog = FOG_EXP2;
1964                 break;
1965         }
1966     } else {
1967         switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1968             case WINED3DFOG_LINEAR:
1969                 settings->fog = FOG_LINEAR;
1970                 break;
1971             case WINED3DFOG_EXP:
1972                 settings->fog = FOG_EXP;
1973                 break;
1974             case WINED3DFOG_EXP2:
1975                 settings->fog = FOG_EXP2;
1976                 break;
1977         }
1978     }
1979 }
1980 #undef GLINFO_LOCATION
1981
1982 struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings)
1983 {
1984     return (struct ffp_desc *)hash_table_get(fragment_shaders, settings);}
1985
1986 void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc) {
1987     struct ffp_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
1988     /* Note that the key is the implementation independent part of the ffp_desc structure,
1989      * whereas desc points to an extended structure with implementation specific parts.
1990      * Make a copy of the key because hash_table_put takes ownership of it
1991      */
1992     *key = desc->settings;
1993     hash_table_put(shaders, key, desc);
1994 }
1995
1996 /* Activates the texture dimension according to the bound D3D texture.
1997  * Does not care for the colorop or correct gl texture unit(when using nvrc)
1998  * Requires the caller to activate the correct unit before
1999  */
2000 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
2001 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2002     if(stateblock->textures[stage]) {
2003         switch(stateblock->textureDimensions[stage]) {
2004             case GL_TEXTURE_2D:
2005                 glDisable(GL_TEXTURE_3D);
2006                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2007                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2008                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2009                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2010                 }
2011                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2012                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2013                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2014                 }
2015                 glEnable(GL_TEXTURE_2D);
2016                 checkGLcall("glEnable(GL_TEXTURE_2D)");
2017                 break;
2018             case GL_TEXTURE_RECTANGLE_ARB:
2019                 glDisable(GL_TEXTURE_2D);
2020                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2021                 glDisable(GL_TEXTURE_3D);
2022                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2023                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2024                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2025                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2026                 }
2027                 glEnable(GL_TEXTURE_RECTANGLE_ARB);
2028                 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
2029                 break;
2030             case GL_TEXTURE_3D:
2031                 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2032                     glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2033                     checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2034                 }
2035                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2036                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2037                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2038                 }
2039                 glDisable(GL_TEXTURE_2D);
2040                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2041                 glEnable(GL_TEXTURE_3D);
2042                 checkGLcall("glEnable(GL_TEXTURE_3D)");
2043                 break;
2044             case GL_TEXTURE_CUBE_MAP_ARB:
2045                 glDisable(GL_TEXTURE_2D);
2046                 checkGLcall("glDisable(GL_TEXTURE_2D)");
2047                 glDisable(GL_TEXTURE_3D);
2048                 checkGLcall("glDisable(GL_TEXTURE_3D)");
2049                 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2050                     glDisable(GL_TEXTURE_RECTANGLE_ARB);
2051                     checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2052                 }
2053                 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
2054                 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
2055               break;
2056         }
2057     } else {
2058         glEnable(GL_TEXTURE_2D);
2059         checkGLcall("glEnable(GL_TEXTURE_2D)");
2060         glDisable(GL_TEXTURE_3D);
2061         checkGLcall("glDisable(GL_TEXTURE_3D)");
2062         if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2063             glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2064             checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2065         }
2066         if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2067             glDisable(GL_TEXTURE_RECTANGLE_ARB);
2068             checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2069         }
2070         /* Binding textures is done by samplers. A dummy texture will be bound */
2071     }
2072 }
2073
2074 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2075     DWORD sampler = state - STATE_SAMPLER(0);
2076     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
2077
2078     /* No need to enable / disable anything here for unused samplers. The tex_colorop
2079     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
2080     * will take care of this business
2081     */
2082     if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
2083     if(sampler >= stateblock->lowest_disabled_stage) return;
2084     if(use_ps(stateblock->wineD3DDevice)) return;
2085     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
2086
2087     texture_activate_dimensions(sampler, stateblock, context);
2088 }
2089 #undef GLINFO_LOCATION
2090
2091 unsigned int ffp_program_key_hash(void *key) {
2092     struct ffp_settings *k = (struct ffp_settings *)key;
2093     unsigned int hash = 0, i;
2094     DWORD *blob;
2095
2096     /* This takes the texture op settings of stage 0 and 1 into account.
2097      * how exactly depends on the memory laybout of the compiler, but it
2098      * should not matter too much. Stages > 1 are used rarely, so there's
2099      * no need to process them. Even if they're used it is likely that
2100      * the ffp setup has distinct stage 0 and 1 settings.
2101      */
2102     for(i = 0; i < 2; i++) {
2103         blob = (DWORD *) &k->op[i];
2104         hash ^= blob[0] ^ blob[1];
2105     }
2106
2107     hash += ~(hash << 15);
2108     hash ^=  (hash >> 10);
2109     hash +=  (hash << 3);
2110     hash ^=  (hash >> 6);
2111     hash += ~(hash << 11);
2112     hash ^=  (hash >> 16);
2113
2114     return hash;
2115 }
2116
2117 BOOL ffp_program_key_compare(void *keya, void *keyb) {
2118     struct ffp_settings *ka = (struct ffp_settings *)keya;
2119     struct ffp_settings *kb = (struct ffp_settings *)keyb;
2120
2121     return memcmp(ka, kb, sizeof(*ka)) == 0;
2122 }