[PATCH 3/5] wined3d: Store GL view class for each wined3d format.
Józef Kucia
jkucia at codeweavers.com
Tue Jun 7 06:24:37 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
GL view classes can also be retrieved from GL when ARB_internalformat_query2 is supported.
---
dlls/wined3d/utils.c | 133 +++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/wined3d_private.h | 2 +
2 files changed, 135 insertions(+)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 8b60ec5..aa2c775 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2453,6 +2453,137 @@ static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
}
+static GLenum lookup_gl_view_class(GLenum internal_format)
+{
+ static const struct
+ {
+ GLenum internal_format;
+ GLenum view_class;
+ }
+ view_classes[] =
+ {
+ /* 128-bit */
+ {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
+ {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
+ {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
+ /* 96-bit */
+ {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
+ {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
+ {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
+ /* 64-bit */
+ {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
+ {GL_RG32F, GL_VIEW_CLASS_64_BITS},
+ {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
+ {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
+ {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
+ {GL_RG32I, GL_VIEW_CLASS_64_BITS},
+ {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
+ {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
+ /* 48-bit */
+ {GL_RGB16, GL_VIEW_CLASS_48_BITS},
+ {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
+ {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
+ {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
+ {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
+ /* 32-bit */
+ {GL_RG16F, GL_VIEW_CLASS_32_BITS},
+ {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
+ {GL_R32F, GL_VIEW_CLASS_32_BITS},
+ {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
+ {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
+ {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
+ {GL_R32UI, GL_VIEW_CLASS_32_BITS},
+ {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
+ {GL_RG16I, GL_VIEW_CLASS_32_BITS},
+ {GL_R32I, GL_VIEW_CLASS_32_BITS},
+ {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
+ {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
+ {GL_RG16, GL_VIEW_CLASS_32_BITS},
+ {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
+ {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
+ {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
+ {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
+ /* 24-bit */
+ {GL_RGB8, GL_VIEW_CLASS_24_BITS},
+ {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
+ {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
+ {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
+ {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
+ /* 16-bit */
+ {GL_R16F, GL_VIEW_CLASS_16_BITS},
+ {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
+ {GL_R16UI, GL_VIEW_CLASS_16_BITS},
+ {GL_RG8I, GL_VIEW_CLASS_16_BITS},
+ {GL_R16I, GL_VIEW_CLASS_16_BITS},
+ {GL_RG8, GL_VIEW_CLASS_16_BITS},
+ {GL_R16, GL_VIEW_CLASS_16_BITS},
+ {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
+ {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
+ /* 8-bit */
+ {GL_R8UI, GL_VIEW_CLASS_8_BITS},
+ {GL_R8I, GL_VIEW_CLASS_8_BITS},
+ {GL_R8, GL_VIEW_CLASS_8_BITS},
+ {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
+
+ /* RGTC1 */
+ {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
+ {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
+ /* RGTC2 */
+ {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
+ {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
+
+ /* BPTC unorm */
+ {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
+ {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
+ /* BPTC float */
+ {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
+ {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
+
+ /* DXT1 RGB */
+ {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
+ {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
+ /* DXT1 RGBA */
+ {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
+ {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
+ /* DXT3 */
+ {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
+ {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
+ /* DXT5 */
+ {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
+ {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
+ };
+
+ unsigned int i;
+
+ for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
+ {
+ if (view_classes[i].internal_format == internal_format)
+ return view_classes[i].view_class;
+ }
+
+ return GL_NONE;
+}
+
+static void query_view_class(struct wined3d_format *format)
+{
+ GLenum internal_view_class, gamma_view_class, rt_view_class;
+
+ internal_view_class = lookup_gl_view_class(format->glInternal);
+ gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
+ rt_view_class = lookup_gl_view_class(format->rtInternal);
+
+ if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
+ {
+ format->gl_view_class = internal_view_class;
+ TRACE("Format %s is member of GL view class %#x.\n",
+ debug_d3dformat(format->id), format->gl_view_class);
+ }
+ else
+ {
+ format->gl_view_class = GL_NONE;
+ }
+}
+
static void query_internal_format(struct wined3d_adapter *adapter,
struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
@@ -2522,6 +2653,8 @@ static void query_internal_format(struct wined3d_adapter *adapter,
}
}
+ query_view_class(format);
+
if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
& (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c31b41d..2d921f3 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3537,6 +3537,8 @@ struct wined3d_format
struct color_fixup_desc color_fixup;
void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
+
+ GLenum gl_view_class;
};
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
--
2.7.3
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