2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2007 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 /*****************************************************************************
34 * For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
35 * and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
36 * high masks do not fit into the 32 bit values needed for ddraw. It is only
37 * used for ddraw mostly, and to figure out if the format has alpha at all, so
38 * setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
39 * formats are not usable in 2D rendering because ddraw doesn't support them.
41 static const StaticPixelFormatDesc formats[] = {
42 /*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
43 {WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
44 /* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
45 {WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
46 {WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
47 {WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
48 {WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
49 {WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
50 {WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
51 {WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
52 {WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
53 {WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
54 {WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
55 {WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
57 {WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
58 {WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
59 {WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
61 {WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
63 {WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
64 {WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
65 {WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
66 /* Palettized formats */
67 {WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
68 {WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
69 /* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
70 {WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
71 {WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
72 {WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
73 {WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
74 {WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
75 {WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
76 {WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
77 {WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
78 {WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
79 {WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
80 {WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
81 {WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
82 {WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
83 {WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
84 {WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
85 {WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
86 {WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
88 {WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
89 {WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
90 {WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
91 /* Bump mapping stuff */
92 {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
93 {WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
94 {WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
95 {WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
96 {WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
97 {WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
98 {WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
99 /* Depth stencil formats */
100 {WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
101 {WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
102 {WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
103 {WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
104 {WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
105 {WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
106 {WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
107 {WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
108 {WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
109 {WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
110 /* Is this a vertex buffer? */
111 {WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
112 {WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
113 {WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
114 {WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
119 GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
121 } GlPixelFormatDescTemplate;
123 /*****************************************************************************
124 * OpenGL format template. Contains unexciting formats which do not need
125 * extension checks. The order in this table is independent of the order in
126 * the table StaticPixelFormatDesc above. Not all formats have to be in this
129 static const GlPixelFormatDescTemplate gl_formats_template[] = {
130 /*{ internal ,srgbInternal , rtInternal, format ,type \
132 {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
135 {WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0
137 {WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0
139 {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
140 ,WINED3DFMT_FLAG_FILTERING },
141 {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
142 ,WINED3DFMT_FLAG_FILTERING },
143 {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
144 ,WINED3DFMT_FLAG_FILTERING },
145 {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
146 ,WINED3DFMT_FLAG_FILTERING },
147 {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
148 ,WINED3DFMT_FLAG_FILTERING },
149 {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
151 {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
153 {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
156 {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
157 ,WINED3DFMT_FLAG_RENDERTARGET },
158 {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
159 ,WINED3DFMT_FLAG_RENDERTARGET },
160 {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
161 ,WINED3DFMT_FLAG_RENDERTARGET },
163 {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
166 {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
167 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
168 {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
169 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
170 {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
171 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
172 /* Palettized formats */
173 {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
175 {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
177 /* Standard ARGB formats */
178 {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
179 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
180 {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
181 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
182 {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
183 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
184 {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
185 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
186 {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
187 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
188 {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
189 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
190 {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
191 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
192 {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
193 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
194 {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
195 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
196 {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
198 {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
199 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
200 {WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
201 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
202 {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
203 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
204 {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
205 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
206 {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
207 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
208 {WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
209 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
210 {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
211 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
213 {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
214 ,WINED3DFMT_FLAG_FILTERING },
215 {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
216 ,WINED3DFMT_FLAG_FILTERING },
217 {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
219 /* Bump mapping stuff */
220 {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
221 ,WINED3DFMT_FLAG_FILTERING },
222 {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
223 ,WINED3DFMT_FLAG_FILTERING },
224 {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
225 ,WINED3DFMT_FLAG_FILTERING },
226 {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
227 ,WINED3DFMT_FLAG_FILTERING },
228 {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
229 ,WINED3DFMT_FLAG_FILTERING },
230 {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
232 {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
234 /* Depth stencil formats */
235 {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
236 ,WINED3DFMT_FLAG_DEPTH },
237 {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
238 ,WINED3DFMT_FLAG_DEPTH },
239 {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
240 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
241 {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
242 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
243 {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
244 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
245 {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
246 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
247 {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
248 ,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
249 {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
250 ,WINED3DFMT_FLAG_FILTERING },
251 {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
252 ,WINED3DFMT_FLAG_DEPTH },
253 {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
254 ,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
255 /* Is this a vertex buffer? */
256 {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
258 {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
260 {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
262 {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
266 static inline int getFmtIdx(WINED3DFORMAT fmt) {
267 /* First check if the format is at the position of its value.
268 * This will catch the argb formats before the loop is entered
270 if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
274 for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
275 if(formats[i].format == fmt) {
283 #define GLINFO_LOCATION (*gl_info)
284 BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
289 gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
290 sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
291 if(!gl_info->gl_formats) return FALSE;
293 /* If a format depends on some extensions, remove them from the table above and initialize them
296 for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
297 dst = getFmtIdx(gl_formats_template[src].fmt);
298 gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
299 gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
300 gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
301 gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
302 gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
303 gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
305 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
306 gl_formats_template[src].rtInternal != 0) {
310 /* Check if the default internal format is supported as a frame buffer target, otherwise
311 * fall back to the render target internal.
313 * Try to stick to the standard format if possible, this limits precision differences
316 glGenTextures(1, &tex);
317 glBindTexture(GL_TEXTURE_2D, tex);
318 glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
319 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
321 GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
322 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
323 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
324 GL_TEXTURE_2D, tex, 0));
326 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
327 GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
328 glDeleteTextures(1, &tex);
330 checkGLcall("Framebuffer format check");
332 if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
333 TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
334 debug_d3dformat(gl_formats_template[src].fmt));
335 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
337 TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
338 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
342 gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
346 /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
347 * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
348 * their extensions are not available.
350 * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
351 * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
352 * an application that needs this because it causes performance problems due to
353 * shader recompiling in some games.
355 if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
356 /* signed -> unsigned fixup */
357 dst = getFmtIdx(WINED3DFMT_V8U8);
358 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
359 dst = getFmtIdx(WINED3DFMT_V16U16);
360 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
361 } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
362 /* signed -> unsigned fixup */
363 dst = getFmtIdx(WINED3DFMT_V16U16);
364 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
366 /* Blue = 1.0 fixup, disabled for now */
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;
375 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
376 /* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
379 dst = getFmtIdx(WINED3DFMT_L6V5U5);
380 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
381 dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
382 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
383 dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
384 gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
386 /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
387 * are converted at surface loading time, but they do not need any modification in
388 * the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
389 * WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
396 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
397 static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
398 {WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
399 {WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
400 {WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
401 {WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
402 {WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
403 {WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
404 {WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
405 {WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
406 {WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
407 {WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
408 {WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
409 {WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
410 {WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
411 {WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
412 {WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
413 {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
414 {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
416 void init_type_lookup(WineD3D_GL_Info *gl_info) {
417 memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
418 if(!GL_SUPPORT(NV_HALF_FLOAT)) {
419 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
420 * It is the job of the vertex buffer code to make sure that the vbos have the right format
422 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
423 gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
427 #undef GLINFO_LOCATION
429 #define GLINFO_LOCATION This->adapter->gl_info
431 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
433 int idx = getFmtIdx(fmt);
436 FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
437 /* Get the caller a valid pointer */
438 idx = getFmtIdx(WINED3DFMT_UNKNOWN);
441 if(!gl_info->gl_formats) {
442 /* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
443 * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
444 * static variables to be initialized to 0.
446 static const GlPixelFormatDesc dummyFmt;
449 *glDesc = &gl_info->gl_formats[idx];
452 return &formats[idx];
455 /*****************************************************************************
456 * Trace formatting of useful values
458 const char* debug_d3dformat(WINED3DFORMAT fmt) {
460 #define FMT_TO_STR(fmt) case fmt: return #fmt
461 FMT_TO_STR(WINED3DFMT_UNKNOWN);
462 FMT_TO_STR(WINED3DFMT_R8G8B8);
463 FMT_TO_STR(WINED3DFMT_A8R8G8B8);
464 FMT_TO_STR(WINED3DFMT_X8R8G8B8);
465 FMT_TO_STR(WINED3DFMT_R5G6B5);
466 FMT_TO_STR(WINED3DFMT_X1R5G5B5);
467 FMT_TO_STR(WINED3DFMT_A1R5G5B5);
468 FMT_TO_STR(WINED3DFMT_A4R4G4B4);
469 FMT_TO_STR(WINED3DFMT_R3G3B2);
470 FMT_TO_STR(WINED3DFMT_A8);
471 FMT_TO_STR(WINED3DFMT_A8R3G3B2);
472 FMT_TO_STR(WINED3DFMT_X4R4G4B4);
473 FMT_TO_STR(WINED3DFMT_A2B10G10R10);
474 FMT_TO_STR(WINED3DFMT_A8B8G8R8);
475 FMT_TO_STR(WINED3DFMT_X8B8G8R8);
476 FMT_TO_STR(WINED3DFMT_G16R16);
477 FMT_TO_STR(WINED3DFMT_A2R10G10B10);
478 FMT_TO_STR(WINED3DFMT_A16B16G16R16);
479 FMT_TO_STR(WINED3DFMT_A8P8);
480 FMT_TO_STR(WINED3DFMT_P8);
481 FMT_TO_STR(WINED3DFMT_L8);
482 FMT_TO_STR(WINED3DFMT_A8L8);
483 FMT_TO_STR(WINED3DFMT_A4L4);
484 FMT_TO_STR(WINED3DFMT_V8U8);
485 FMT_TO_STR(WINED3DFMT_L6V5U5);
486 FMT_TO_STR(WINED3DFMT_X8L8V8U8);
487 FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
488 FMT_TO_STR(WINED3DFMT_V16U16);
489 FMT_TO_STR(WINED3DFMT_W11V11U10);
490 FMT_TO_STR(WINED3DFMT_A2W10V10U10);
491 FMT_TO_STR(WINED3DFMT_UYVY);
492 FMT_TO_STR(WINED3DFMT_YUY2);
493 FMT_TO_STR(WINED3DFMT_DXT1);
494 FMT_TO_STR(WINED3DFMT_DXT2);
495 FMT_TO_STR(WINED3DFMT_DXT3);
496 FMT_TO_STR(WINED3DFMT_DXT4);
497 FMT_TO_STR(WINED3DFMT_DXT5);
498 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
499 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
500 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
501 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
502 FMT_TO_STR(WINED3DFMT_D32);
503 FMT_TO_STR(WINED3DFMT_D15S1);
504 FMT_TO_STR(WINED3DFMT_D24S8);
505 FMT_TO_STR(WINED3DFMT_D24X8);
506 FMT_TO_STR(WINED3DFMT_D24X4S4);
507 FMT_TO_STR(WINED3DFMT_D16);
508 FMT_TO_STR(WINED3DFMT_L16);
509 FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
510 FMT_TO_STR(WINED3DFMT_D24FS8);
511 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
512 FMT_TO_STR(WINED3DFMT_INDEX16);
513 FMT_TO_STR(WINED3DFMT_INDEX32);
514 FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
515 FMT_TO_STR(WINED3DFMT_R16F);
516 FMT_TO_STR(WINED3DFMT_G16R16F);
517 FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
518 FMT_TO_STR(WINED3DFMT_R32F);
519 FMT_TO_STR(WINED3DFMT_G32R32F);
520 FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
521 FMT_TO_STR(WINED3DFMT_CxV8U8);
526 fourcc[0] = (char)(fmt);
527 fourcc[1] = (char)(fmt >> 8);
528 fourcc[2] = (char)(fmt >> 16);
529 fourcc[3] = (char)(fmt >> 24);
531 if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
532 FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
534 FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
536 return "unrecognized";
540 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
542 #define DEVTYPE_TO_STR(dev) case dev: return #dev
543 DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
544 DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
545 DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
546 #undef DEVTYPE_TO_STR
548 FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
549 return "unrecognized";
553 const char* debug_d3dusage(DWORD usage) {
554 switch (usage & WINED3DUSAGE_MASK) {
555 #define WINED3DUSAGE_TO_STR(u) case u: return #u
556 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
557 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
558 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
559 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
560 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
561 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
562 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
563 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
564 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
565 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
566 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
567 #undef WINED3DUSAGE_TO_STR
568 case 0: return "none";
570 FIXME("Unrecognized %u Usage!\n", usage);
571 return "unrecognized";
575 const char* debug_d3dusagequery(DWORD usagequery) {
576 switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
577 #define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
578 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
579 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
580 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
581 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
582 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
583 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
584 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
585 #undef WINED3DUSAGEQUERY_TO_STR
586 case 0: return "none";
588 FIXME("Unrecognized %u Usage Query!\n", usagequery);
589 return "unrecognized";
593 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
595 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
596 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
597 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
598 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
599 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
600 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
601 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
602 WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
603 #undef WINED3DDECLMETHOD_TO_STR
605 FIXME("Unrecognized %u declaration method!\n", method);
606 return "unrecognized";
610 const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
612 #define WINED3DDECLTYPE_TO_STR(u) case u: return #u
613 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
614 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
615 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
616 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
617 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
618 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
619 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
620 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
621 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
622 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
623 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
624 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
625 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
626 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
627 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
628 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
629 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
630 WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
631 #undef WINED3DDECLTYPE_TO_STR
633 FIXME("Unrecognized %u declaration type!\n", type);
634 return "unrecognized";
638 const char* debug_d3ddeclusage(BYTE usage) {
640 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
641 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
642 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
643 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
644 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
645 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
646 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
647 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
648 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
649 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
650 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
651 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
652 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
653 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
654 WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
655 #undef WINED3DDECLUSAGE_TO_STR
657 FIXME("Unrecognized %u declaration usage!\n", usage);
658 return "unrecognized";
662 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
664 #define RES_TO_STR(res) case res: return #res;
665 RES_TO_STR(WINED3DRTYPE_SURFACE);
666 RES_TO_STR(WINED3DRTYPE_VOLUME);
667 RES_TO_STR(WINED3DRTYPE_TEXTURE);
668 RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
669 RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
670 RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
671 RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
674 FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
675 return "unrecognized";
679 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
680 switch (PrimitiveType) {
681 #define PRIM_TO_STR(prim) case prim: return #prim;
682 PRIM_TO_STR(WINED3DPT_POINTLIST);
683 PRIM_TO_STR(WINED3DPT_LINELIST);
684 PRIM_TO_STR(WINED3DPT_LINESTRIP);
685 PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
686 PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
687 PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
690 FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
691 return "unrecognized";
695 const char* debug_d3drenderstate(DWORD state) {
697 #define D3DSTATE_TO_STR(u) case u: return #u
698 D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
699 D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
700 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
701 D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
702 D3DSTATE_TO_STR(WINED3DRS_WRAPU );
703 D3DSTATE_TO_STR(WINED3DRS_WRAPV );
704 D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
705 D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
706 D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
707 D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
708 D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
709 D3DSTATE_TO_STR(WINED3DRS_ROP2 );
710 D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
711 D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
712 D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
713 D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
714 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
715 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
716 D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
717 D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
718 D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
719 D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
720 D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
721 D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
722 D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
723 D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
724 D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
725 D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
726 D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
727 D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
728 D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
729 D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
730 D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
731 D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
732 D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
733 D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
734 D3DSTATE_TO_STR(WINED3DRS_FOGEND );
735 D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
736 D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
737 D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
738 D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
739 D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
740 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
741 D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
742 D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
743 D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
744 D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
745 D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
746 D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
747 D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
748 D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
749 D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
750 D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
751 D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
752 D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
753 D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
754 D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
755 D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
756 D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
757 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
758 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
759 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
760 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
761 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
762 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
763 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
764 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
765 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
766 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
767 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
768 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
769 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
770 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
771 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
772 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
773 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
774 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
775 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
776 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
777 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
778 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
779 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
780 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
781 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
782 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
783 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
784 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
785 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
786 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
787 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
788 D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
789 D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
790 D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
791 D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
792 D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
793 D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
794 D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
795 D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
796 D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
797 D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
798 D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
799 D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
800 D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
801 D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
802 D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
803 D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
804 D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
805 D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
806 D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
807 D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
808 D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
809 D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
810 D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
811 D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
812 D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
813 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
814 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
815 D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
816 D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
817 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
818 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
819 D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
820 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
821 D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
822 D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
823 D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
824 D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
825 D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
826 D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
827 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
828 D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
829 D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
830 D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
831 D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
832 D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
833 D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
834 D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
835 D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
836 D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
837 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
838 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
839 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
840 D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
841 D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
842 D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
843 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
844 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
845 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
846 D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
847 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
848 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
849 D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
850 D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
851 D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
852 D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
853 D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
854 D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
855 D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
856 D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
857 D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
858 D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
859 D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
860 D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
861 D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
862 D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
863 D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
864 D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
865 #undef D3DSTATE_TO_STR
867 FIXME("Unrecognized %u render state!\n", state);
868 return "unrecognized";
872 const char* debug_d3dsamplerstate(DWORD state) {
874 #define D3DSTATE_TO_STR(u) case u: return #u
875 D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
876 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
877 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
878 D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
879 D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
880 D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
881 D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
882 D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
883 D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
884 D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
885 D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
886 D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
887 D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
888 #undef D3DSTATE_TO_STR
890 FIXME("Unrecognized %u sampler state!\n", state);
891 return "unrecognized";
895 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
896 switch (filter_type) {
897 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
898 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
899 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
900 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
901 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
902 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
903 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
904 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
905 D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
906 #undef D3DTEXTUREFILTERTYPE_TO_STR
908 FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
909 return "unrecognized";
913 const char* debug_d3dtexturestate(DWORD state) {
915 #define D3DSTATE_TO_STR(u) case u: return #u
916 D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
917 D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
918 D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
919 D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
920 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
921 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
922 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
923 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
924 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
925 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
926 D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
927 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
928 D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
929 D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
930 D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
931 D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
932 D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
933 D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
934 D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
935 #undef D3DSTATE_TO_STR
937 /* Note WINED3DTSS are not consecutive, so skip these */
940 FIXME("Unrecognized %u texture state!\n", state);
941 return "unrecognized";
945 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
947 #define D3DTOP_TO_STR(u) case u: return #u
948 D3DTOP_TO_STR(WINED3DTOP_DISABLE);
949 D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
950 D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
951 D3DTOP_TO_STR(WINED3DTOP_MODULATE);
952 D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
953 D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
954 D3DTOP_TO_STR(WINED3DTOP_ADD);
955 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
956 D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
957 D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
958 D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
959 D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
960 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
961 D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
962 D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
963 D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
964 D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
965 D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
966 D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
967 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
968 D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
969 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
970 D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
971 D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
972 D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
973 D3DTOP_TO_STR(WINED3DTOP_LERP);
976 FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
977 return "unrecognized";
981 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
983 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
984 TSTYPE_TO_STR(WINED3DTS_VIEW);
985 TSTYPE_TO_STR(WINED3DTS_PROJECTION);
986 TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
987 TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
988 TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
989 TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
990 TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
991 TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
992 TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
993 TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
994 TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
997 if (tstype > 256 && tstype < 512) {
998 FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
999 return ("WINED3DTS_WORLDMATRIX > 0");
1001 FIXME("Unrecognized %u WINED3DTS\n", tstype);
1002 return "unrecognized";
1006 const char* debug_d3dpool(WINED3DPOOL Pool) {
1008 #define POOL_TO_STR(p) case p: return #p;
1009 POOL_TO_STR(WINED3DPOOL_DEFAULT);
1010 POOL_TO_STR(WINED3DPOOL_MANAGED);
1011 POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
1012 POOL_TO_STR(WINED3DPOOL_SCRATCH);
1015 FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
1016 return "unrecognized";
1020 const char *debug_fbostatus(GLenum status) {
1022 #define FBOSTATUS_TO_STR(u) case u: return #u
1023 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
1024 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
1025 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
1026 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
1027 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
1028 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
1029 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
1030 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
1031 #undef FBOSTATUS_TO_STR
1033 FIXME("Unrecognied FBO status 0x%08x\n", status);
1034 return "unrecognized";
1038 const char *debug_glerror(GLenum error) {
1040 #define GLERROR_TO_STR(u) case u: return #u
1041 GLERROR_TO_STR(GL_NO_ERROR);
1042 GLERROR_TO_STR(GL_INVALID_ENUM);
1043 GLERROR_TO_STR(GL_INVALID_VALUE);
1044 GLERROR_TO_STR(GL_INVALID_OPERATION);
1045 GLERROR_TO_STR(GL_STACK_OVERFLOW);
1046 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
1047 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
1048 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
1049 #undef GLERROR_TO_STR
1051 FIXME("Unrecognied GL error 0x%08x\n", error);
1052 return "unrecognized";
1056 const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
1058 case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
1059 case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
1060 case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
1061 default: return "unrecognized";
1065 const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
1067 case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
1068 case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
1069 case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
1070 case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
1071 default: return "unrecognized";
1075 /*****************************************************************************
1076 * Useful functions mapping GL <-> D3D values
1078 GLenum StencilOp(DWORD op) {
1080 case WINED3DSTENCILOP_KEEP : return GL_KEEP;
1081 case WINED3DSTENCILOP_ZERO : return GL_ZERO;
1082 case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
1083 case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
1084 case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
1085 case WINED3DSTENCILOP_INVERT : return GL_INVERT;
1086 case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
1087 case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
1089 FIXME("Unrecognized stencil op %d\n", op);
1094 GLenum CompareFunc(DWORD func) {
1095 switch ((WINED3DCMPFUNC)func) {
1096 case WINED3DCMP_NEVER : return GL_NEVER;
1097 case WINED3DCMP_LESS : return GL_LESS;
1098 case WINED3DCMP_EQUAL : return GL_EQUAL;
1099 case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
1100 case WINED3DCMP_GREATER : return GL_GREATER;
1101 case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
1102 case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
1103 case WINED3DCMP_ALWAYS : return GL_ALWAYS;
1105 FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
1110 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
1111 if (op == WINED3DTOP_DISABLE) return FALSE;
1112 if (This->stateBlock->textures[stage]) return FALSE;
1114 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1115 && op != WINED3DTOP_SELECTARG2) return TRUE;
1116 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1117 && op != WINED3DTOP_SELECTARG1) return TRUE;
1118 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
1119 && (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
1124 /* Setup this textures matrix according to the texture flags*/
1125 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
1129 glMatrixMode(GL_TEXTURE);
1130 checkGLcall("glMatrixMode(GL_TEXTURE)");
1132 if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
1134 checkGLcall("glLoadIdentity()");
1138 if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
1139 ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
1143 memcpy(mat, smat, 16 * sizeof(float));
1145 if (flags & WINED3DTTFF_PROJECTED) {
1146 switch (flags & ~WINED3DTTFF_PROJECTED) {
1147 case WINED3DTTFF_COUNT2:
1148 mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
1149 mat[1] = mat[5] = mat[9] = mat[13] = 0;
1151 case WINED3DTTFF_COUNT3:
1152 mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
1153 mat[2] = mat[6] = mat[10] = mat[14] = 0;
1156 } else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
1157 if(!calculatedCoords) {
1159 case WINED3DDECLTYPE_FLOAT1:
1160 /* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
1161 * swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
1162 * the input value to the transformation will be 0, so the matrix value is irrelevant
1169 case WINED3DDECLTYPE_FLOAT2:
1170 /* See above, just 3rd and 4th coord
1177 case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
1178 case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
1180 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
1181 * into a bad place. The division elimination below will apply to make sure the
1182 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
1184 case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
1187 FIXME("Unexpected fixed function texture coord input\n");
1190 switch (flags & ~WINED3DTTFF_PROJECTED) {
1191 /* case WINED3DTTFF_COUNT1: Won't ever get here */
1192 case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
1193 /* OpenGL divides the first 3 vertex coord by the 4th by default,
1194 * which is essentially the same as D3DTTFF_PROJECTED. Make sure that
1195 * the 4th coord evaluates to 1.0 to eliminate that.
1197 * If the fixed function pipeline is used, the 4th value remains unused,
1198 * so there is no danger in doing this. With vertex shaders we have a
1199 * problem. Should an app hit that problem, the code here would have to
1200 * check for pixel shaders, and the shader has to undo the default gl divide.
1202 * A more serious problem occurs if the app passes 4 coordinates in, and the
1203 * 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
1204 * or a replacement shader
1206 default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
1211 checkGLcall("glLoadMatrixf(mat)");
1213 #undef GLINFO_LOCATION
1215 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
1217 /* This small helper function is used to convert a bitmask into the number of masked bits */
1218 unsigned int count_bits(unsigned int mask)
1221 for (count = 0; mask; ++count)
1228 /* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
1229 * The later function requires individual color components. */
1230 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
1232 const StaticPixelFormatDesc *desc;
1234 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1237 case WINED3DFMT_X8R8G8B8:
1238 case WINED3DFMT_R8G8B8:
1239 case WINED3DFMT_A8R8G8B8:
1240 case WINED3DFMT_A2R10G10B10:
1241 case WINED3DFMT_X1R5G5B5:
1242 case WINED3DFMT_A1R5G5B5:
1243 case WINED3DFMT_R5G6B5:
1244 case WINED3DFMT_X4R4G4B4:
1245 case WINED3DFMT_A4R4G4B4:
1246 case WINED3DFMT_R3G3B2:
1247 case WINED3DFMT_A8P8:
1251 ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
1255 desc = getFormatDescEntry(fmt, NULL, NULL);
1258 ERR("Unable to look up format: 0x%x\n", fmt);
1261 *redSize = count_bits(desc->redMask);
1262 *greenSize = count_bits(desc->greenMask);
1263 *blueSize = count_bits(desc->blueMask);
1264 *alphaSize = count_bits(desc->alphaMask);
1265 *totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
1267 TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
1271 /* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
1272 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
1274 const StaticPixelFormatDesc *desc;
1276 TRACE("fmt: %s\n", debug_d3dformat(fmt));
1279 case WINED3DFMT_D16_LOCKABLE:
1280 case WINED3DFMT_D16:
1281 case WINED3DFMT_D15S1:
1282 case WINED3DFMT_D24X8:
1283 case WINED3DFMT_D24X4S4:
1284 case WINED3DFMT_D24S8:
1285 case WINED3DFMT_D24FS8:
1286 case WINED3DFMT_D32:
1287 case WINED3DFMT_D32F_LOCKABLE:
1290 FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
1294 desc = getFormatDescEntry(fmt, NULL, NULL);
1297 ERR("Unable to look up format: 0x%x\n", fmt);
1300 *depthSize = desc->depthSize;
1301 *stencilSize = desc->stencilSize;
1303 TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
1307 #undef GLINFO_LOCATION
1309 /* DirectDraw stuff */
1310 WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
1312 case 8: return WINED3DFMT_P8;
1313 case 15: return WINED3DFMT_X1R5G5B5;
1314 case 16: return WINED3DFMT_R5G6B5;
1315 case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
1316 case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
1317 default: return WINED3DFMT_UNKNOWN;
1321 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
1324 /* Now do the multiplication 'by hand'.
1325 I know that all this could be optimised, but this will be done later :-) */
1326 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);
1327 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);
1328 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);
1329 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);
1331 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);
1332 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);
1333 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);
1334 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);
1336 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);
1337 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);
1338 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);
1339 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);
1341 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);
1342 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);
1343 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);
1344 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);
1346 /* And copy the new matrix in the good storage.. */
1347 memcpy(dest, &temp, 16 * sizeof(float));
1350 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
1353 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1355 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
1356 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
1357 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
1358 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
1359 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
1360 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
1361 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
1362 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
1363 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
1364 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
1365 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
1366 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
1367 default: ERR("Unexpected position mask\n");
1369 for (i = 0; i < numTextures; i++) {
1370 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
1376 /***********************************************************************
1379 * Calculates the dimensions of the opengl texture used for blits.
1380 * Handled oversized opengl textures and updates the source rectangle
1384 * This: Surface to operate on
1385 * Rect: Requested rectangle
1388 * TRUE if the texture part can be loaded,
1391 *********************************************************************/
1392 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
1394 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
1395 int x1 = Rect->left, x2 = Rect->right;
1396 int y1 = Rect->top, y2 = Rect->bottom;
1397 GLint maxSize = GL_LIMITS(texture_size);
1399 TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
1400 Rect->left, Rect->top, Rect->right, Rect->bottom);
1402 /* The sizes might be reversed */
1403 if(Rect->left > Rect->right) {
1407 if(Rect->top > Rect->bottom) {
1412 /* No oversized texture? This is easy */
1413 if(!(This->Flags & SFLAG_OVERSIZE)) {
1414 /* Which rect from the texture do I need? */
1415 if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
1416 glTexCoord[0] = (float) Rect->left;
1417 glTexCoord[2] = (float) Rect->top;
1418 glTexCoord[1] = (float) Rect->right;
1419 glTexCoord[3] = (float) Rect->bottom;
1421 glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
1422 glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
1423 glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
1424 glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
1429 /* Check if we can succeed at all */
1430 if( (x2 - x1) > maxSize ||
1431 (y2 - y1) > maxSize ) {
1432 TRACE("Requested rectangle is too large for gl\n");
1436 /* A part of the texture has to be picked. First, check if
1437 * some texture part is loaded already, if yes try to re-use it.
1438 * If the texture is dirty, or the part can't be used,
1439 * re-position the part to load
1441 if(This->Flags & SFLAG_INTEXTURE) {
1442 if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
1443 This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
1444 /* Ok, the rectangle is ok, re-use it */
1445 TRACE("Using existing gl Texture\n");
1447 /* Rectangle is not ok, dirtify the texture to reload it */
1448 TRACE("Dirtifying texture to force reload\n");
1449 This->Flags &= ~SFLAG_INTEXTURE;
1453 /* Now if we are dirty(no else if!) */
1454 if(!(This->Flags & SFLAG_INTEXTURE)) {
1455 /* Set the new rectangle. Use the following strategy:
1456 * 1) Use as big textures as possible.
1457 * 2) Place the texture part in the way that the requested
1458 * part is in the middle of the texture(well, almost)
1459 * 3) If the texture is moved over the edges of the
1460 * surface, replace it nicely
1461 * 4) If the coord is not limiting the texture size,
1462 * use the whole size
1464 if((This->pow2Width) > maxSize) {
1465 This->glRect.left = x1 - maxSize / 2;
1466 if(This->glRect.left < 0) {
1467 This->glRect.left = 0;
1469 This->glRect.right = This->glRect.left + maxSize;
1470 if(This->glRect.right > This->currentDesc.Width) {
1471 This->glRect.right = This->currentDesc.Width;
1472 This->glRect.left = This->glRect.right - maxSize;
1475 This->glRect.left = 0;
1476 This->glRect.right = This->pow2Width;
1479 if(This->pow2Height > maxSize) {
1480 This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
1481 if(This->glRect.top < 0) This->glRect.top = 0;
1482 This->glRect.bottom = This->glRect.left + maxSize;
1483 if(This->glRect.bottom > This->currentDesc.Height) {
1484 This->glRect.bottom = This->currentDesc.Height;
1485 This->glRect.top = This->glRect.bottom - maxSize;
1488 This->glRect.top = 0;
1489 This->glRect.bottom = This->pow2Height;
1491 TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
1492 This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
1495 /* Re-calculate the rect to draw */
1496 Rect->left -= This->glRect.left;
1497 Rect->right -= This->glRect.left;
1498 Rect->top -= This->glRect.top;
1499 Rect->bottom -= This->glRect.top;
1501 /* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
1502 * or the pow2Width / pow2Height of the surface.
1504 * Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
1505 * as regular GL_TEXTURE_2D.
1507 glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
1508 glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
1509 glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
1510 glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
1514 #undef GLINFO_LOCATION
1516 /* Hash table functions */
1518 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
1520 hash_table_t *table;
1521 unsigned int initial_size = 8;
1523 table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
1526 ERR("Failed to allocate table, returning NULL.\n");
1530 table->hash_function = hash_function;
1531 table->compare_function = compare_function;
1533 table->grow_size = initial_size - (initial_size >> 2);
1534 table->shrink_size = 0;
1536 table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
1537 if (!table->buckets)
1539 ERR("Failed to allocate table buckets, returning NULL.\n");
1540 HeapFree(GetProcessHeap(), 0, table);
1543 table->bucket_count = initial_size;
1545 table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
1546 if (!table->entries)
1548 ERR("Failed to allocate table entries, returning NULL.\n");
1549 HeapFree(GetProcessHeap(), 0, table->buckets);
1550 HeapFree(GetProcessHeap(), 0, table);
1553 table->entry_count = 0;
1555 list_init(&table->free_entries);
1561 void hash_table_destroy(hash_table_t *table)
1565 for (i = 0; i < table->entry_count; ++i)
1567 HeapFree(GetProcessHeap(), 0, table->entries[i].key);
1570 HeapFree(GetProcessHeap(), 0, table->entries);
1571 HeapFree(GetProcessHeap(), 0, table->buckets);
1572 HeapFree(GetProcessHeap(), 0, table);
1575 static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
1577 hash_table_entry_t *entry;
1579 if (table->buckets[idx].next)
1580 LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
1581 if (table->compare_function(entry->key, key)) return entry;
1586 static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
1588 unsigned int new_entry_count = 0;
1589 hash_table_entry_t *new_entries;
1590 struct list *new_buckets;
1591 unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
1594 new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
1597 ERR("Failed to allocate new buckets, returning FALSE.\n");
1601 new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
1604 ERR("Failed to allocate new entries, returning FALSE.\n");
1605 HeapFree(GetProcessHeap(), 0, new_buckets);
1609 for (i = 0; i < table->bucket_count; ++i)
1611 if (table->buckets[i].next)
1613 hash_table_entry_t *entry, *entry2;
1615 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
1618 hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
1619 *new_entry = *entry;
1621 j = new_entry->hash & (new_bucket_count - 1);
1623 if (!new_buckets[j].next) list_init(&new_buckets[j]);
1624 list_add_head(&new_buckets[j], &new_entry->entry);
1629 HeapFree(GetProcessHeap(), 0, table->buckets);
1630 table->buckets = new_buckets;
1632 HeapFree(GetProcessHeap(), 0, table->entries);
1633 table->entries = new_entries;
1635 table->entry_count = new_entry_count;
1636 list_init(&table->free_entries);
1638 table->bucket_count = new_bucket_count;
1639 table->grow_size = grow_size;
1640 table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
1645 void hash_table_put(hash_table_t *table, void *key, void *value)
1649 hash_table_entry_t *entry;
1651 hash = table->hash_function(key);
1652 idx = hash & (table->bucket_count - 1);
1653 entry = hash_table_get_by_idx(table, key, idx);
1657 HeapFree(GetProcessHeap(), 0, key);
1658 entry->value = value;
1662 HeapFree(GetProcessHeap(), 0, entry->key);
1665 /* Remove the entry */
1666 list_remove(&entry->entry);
1667 list_add_head(&table->free_entries, &entry->entry);
1671 /* Shrink if necessary */
1672 if (table->count < table->shrink_size) {
1673 if (!hash_table_resize(table, table->bucket_count >> 1))
1675 ERR("Failed to shrink the table...\n");
1685 /* Grow if necessary */
1686 if (table->count >= table->grow_size)
1688 if (!hash_table_resize(table, table->bucket_count << 1))
1690 ERR("Failed to grow the table, returning.\n");
1694 idx = hash & (table->bucket_count - 1);
1697 /* Find an entry to insert */
1698 if (!list_empty(&table->free_entries))
1700 struct list *elem = list_head(&table->free_entries);
1703 entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
1705 entry = table->entries + (table->entry_count++);
1708 /* Insert the entry */
1710 entry->value = value;
1712 if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
1713 list_add_head(&table->buckets[idx], &entry->entry);
1718 void hash_table_remove(hash_table_t *table, void *key)
1720 hash_table_put(table, key, NULL);
1723 void *hash_table_get(hash_table_t *table, void *key)
1726 hash_table_entry_t *entry;
1728 idx = table->hash_function(key) & (table->bucket_count - 1);
1729 entry = hash_table_get_by_idx(table, key, idx);
1731 return entry ? entry->value : NULL;
1734 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1735 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct texture_stage_op op[MAX_TEXTURES]) {
1739 static const unsigned char args[WINED3DTOP_LERP + 1] = {
1741 /* D3DTOP_DISABLE */ 0,
1742 /* D3DTOP_SELECTARG1 */ ARG1,
1743 /* D3DTOP_SELECTARG2 */ ARG2,
1744 /* D3DTOP_MODULATE */ ARG1 | ARG2,
1745 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
1746 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
1747 /* D3DTOP_ADD */ ARG1 | ARG2,
1748 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
1749 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
1750 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
1751 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
1752 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
1753 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
1754 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
1755 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
1756 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
1757 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
1758 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
1759 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
1760 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
1761 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
1762 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
1763 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
1764 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
1765 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
1766 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
1771 for(i = 0; i < GL_LIMITS(texture_stages); i++) {
1772 IWineD3DBaseTextureImpl *texture;
1773 if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1774 op[i].cop = WINED3DTOP_DISABLE;
1775 op[i].aop = WINED3DTOP_DISABLE;
1776 op[i].carg0 = op[i].carg1 = op[i].carg2 = 0xffffffff;
1777 op[i].aarg0 = op[i].aarg1 = op[i].aarg2 = 0xffffffff;
1778 op[i].color_correction = WINED3DFMT_UNKNOWN;
1779 op[i].dst = 0xffffffff;
1784 texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
1785 op[i].color_correction = texture ? texture->baseTexture.shader_conversion_group : WINED3DFMT_UNKNOWN;
1787 op[i].cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
1788 op[i].aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
1790 op[i].carg1 = (args[op[i].cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
1791 op[i].carg2 = (args[op[i].cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
1792 op[i].carg0 = (args[op[i].cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
1794 if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].cop, op[i].carg1, op[i].carg2, op[i].carg0)) {
1795 op[i].carg0 = 0xffffffff;
1796 op[i].carg2 = 0xffffffff;
1797 op[i].carg1 = WINED3DTA_CURRENT;
1798 op[i].cop = WINED3DTOP_SELECTARG1;
1801 op[i].aarg1 = (args[op[i].aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
1802 op[i].aarg2 = (args[op[i].aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
1803 op[i].aarg0 = (args[op[i].aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
1805 if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].aop, op[i].aarg1, op[i].aarg2, op[i].aarg0)) {
1806 op[i].aarg0 = 0xffffffff;
1807 op[i].aarg2 = 0xffffffff;
1808 op[i].aarg1 = WINED3DTA_CURRENT;
1809 op[i].aop = WINED3DTOP_SELECTARG1;
1810 } else if(i == 0 && stateblock->textures[0] &&
1811 stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
1812 (stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
1813 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
1814 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
1816 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
1817 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
1819 if(op[0].aop == WINED3DTOP_DISABLE) {
1820 op[0].aarg1 = WINED3DTA_TEXTURE;
1821 op[0].aop = WINED3DTOP_SELECTARG1;
1823 else if(op[0].aop == WINED3DTOP_SELECTARG1 && op[0].aarg1 != WINED3DTA_TEXTURE) {
1824 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1825 op[0].aarg2 = WINED3DTA_TEXTURE;
1826 op[0].aop = WINED3DTOP_MODULATE;
1828 else op[0].aarg1 = WINED3DTA_TEXTURE;
1830 else if(op[0].aop == WINED3DTOP_SELECTARG2 && op[0].aarg2 != WINED3DTA_TEXTURE) {
1831 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
1832 op[0].aarg1 = WINED3DTA_TEXTURE;
1833 op[0].aop = WINED3DTOP_MODULATE;
1835 else op[0].aarg2 = WINED3DTA_TEXTURE;
1840 if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
1841 op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
1842 ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1843 if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
1844 op[i].projected = proj_count3;
1845 } else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
1846 op[i].projected = proj_count4;
1848 op[i].projected = proj_none;
1851 op[i].projected = proj_none;
1854 op[i].dst = stateblock->textureState[i][WINED3DTSS_RESULTARG];
1857 /* Clear unsupported stages */
1858 for(; i < MAX_TEXTURES; i++) {
1859 memset(&op[i], 0xff, sizeof(op[i]));
1862 #undef GLINFO_LOCATION
1864 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES])
1866 struct ffp_desc *entry;
1868 /* TODO: Optimize this. Finding the shader can be optimized by e.g. sorting the list,
1869 * or maybe consider using hashtables
1871 LIST_FOR_EACH_ENTRY(entry, shaders, struct ffp_desc, entry) {
1872 if(memcmp(op, entry->op, sizeof(struct texture_stage_op) * MAX_TEXTURES) == 0) {
1873 TRACE("Found shader entry %p\n", entry);
1878 TRACE("Shader not found\n");
1882 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc) {
1883 list_add_head(shaders, &desc->entry);
1886 /* Activates the texture dimension according to the bound D3D texture.
1887 * Does not care for the colorop or correct gl texture unit(when using nvrc)
1888 * Requires the caller to activate the correct unit before
1890 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
1891 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1892 if(stateblock->textures[stage]) {
1893 switch(stateblock->textureDimensions[stage]) {
1895 glDisable(GL_TEXTURE_3D);
1896 checkGLcall("glDisable(GL_TEXTURE_3D)");
1897 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1898 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1899 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1901 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1902 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1903 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1905 glEnable(GL_TEXTURE_2D);
1906 checkGLcall("glEnable(GL_TEXTURE_2D)");
1908 case GL_TEXTURE_RECTANGLE_ARB:
1909 glDisable(GL_TEXTURE_2D);
1910 checkGLcall("glDisable(GL_TEXTURE_2D)");
1911 glDisable(GL_TEXTURE_3D);
1912 checkGLcall("glDisable(GL_TEXTURE_3D)");
1913 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1914 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1915 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1917 glEnable(GL_TEXTURE_RECTANGLE_ARB);
1918 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
1921 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1922 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1923 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1925 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1926 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1927 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1929 glDisable(GL_TEXTURE_2D);
1930 checkGLcall("glDisable(GL_TEXTURE_2D)");
1931 glEnable(GL_TEXTURE_3D);
1932 checkGLcall("glEnable(GL_TEXTURE_3D)");
1934 case GL_TEXTURE_CUBE_MAP_ARB:
1935 glDisable(GL_TEXTURE_2D);
1936 checkGLcall("glDisable(GL_TEXTURE_2D)");
1937 glDisable(GL_TEXTURE_3D);
1938 checkGLcall("glDisable(GL_TEXTURE_3D)");
1939 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1940 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1941 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1943 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
1944 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
1948 glEnable(GL_TEXTURE_2D);
1949 checkGLcall("glEnable(GL_TEXTURE_2D)");
1950 glDisable(GL_TEXTURE_3D);
1951 checkGLcall("glDisable(GL_TEXTURE_3D)");
1952 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1953 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
1954 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
1956 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
1957 glDisable(GL_TEXTURE_RECTANGLE_ARB);
1958 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
1960 /* Binding textures is done by samplers. A dummy texture will be bound */
1964 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1965 DWORD sampler = state - STATE_SAMPLER(0);
1966 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
1968 /* No need to enable / disable anything here for unused samplers. The tex_colorop
1969 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
1970 * will take care of this business
1972 if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
1973 if(sampler >= stateblock->lowest_disabled_stage) return;
1974 if(use_ps(stateblock->wineD3DDevice)) return;
1975 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
1977 texture_activate_dimensions(sampler, stateblock, context);
1979 #undef GLINFO_LOCATION