2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet 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
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
534 wglFinish(); /* just to be sure */
536 memset(check, 0, sizeof(check));
538 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539 checkGLcall("Reading back the PBO test texture");
541 glDeleteTextures(1, &texture);
542 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543 checkGLcall("PBO test cleanup");
547 if (memcmp(check, pattern, sizeof(check)))
549 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555 TRACE_(d3d_caps)("PBO test successful.\n");
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
562 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569 if (card_vendor != HW_VENDOR_ATI) return FALSE;
570 if (device == CARD_ATI_RADEON_X1600) return FALSE;
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
577 return gl_vendor == GL_VENDOR_FGLRX;
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
609 if(error == GL_NO_ERROR)
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
625 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
636 const char *testcode =
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
651 ERR("Failed to create the NVvp clip test program\n");
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
680 char data[4 * 4 * 4];
684 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
686 memset(data, 0xcc, sizeof(data));
690 glGenTextures(1, &tex);
691 glBindTexture(GL_TEXTURE_2D, tex);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695 checkGLcall("glTexImage2D");
697 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700 checkGLcall("glFramebufferTexture2D");
702 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704 checkGLcall("glCheckFramebufferStatus");
706 memset(data, 0x11, sizeof(data));
707 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708 checkGLcall("glTexSubImage2D");
710 glClearColor(0.996, 0.729, 0.745, 0.792);
711 glClear(GL_COLOR_BUFFER_BIT);
712 checkGLcall("glClear");
714 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glGetTexImage");
717 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719 glBindTexture(GL_TEXTURE_2D, 0);
720 checkGLcall("glBindTexture");
722 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723 glDeleteTextures(1, &tex);
724 checkGLcall("glDeleteTextures");
728 return *(DWORD *)data == 0x11111111;
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
733 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
741 quirk_arb_constants(gl_info);
742 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744 * allow 48 different offsets or other helper immediate values. */
745 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753 * most games, but avoids the crash
755 * A more sophisticated way would be to find all units that need texture coordinates and enable
756 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
759 * Note that disabling the extension entirely does not gain predictability because there is no point
760 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
763 if (gl_info->supported[ARB_POINT_SPRITE])
765 TRACE("Limiting point sprites to one texture unit.\n");
766 gl_info->limits.point_sprite_units = 1;
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
772 quirk_arb_constants(gl_info);
774 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776 * If real NP2 textures are used, the driver falls back to software. We could just remove the
777 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
782 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783 * has this extension promoted to core. The extension loading code sets this extension supported
784 * due to that, so this code works on fglrx as well. */
785 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
787 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
792 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793 * it is generally more efficient. Reserve just 8 constants. */
794 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
800 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
807 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808 * triggering the software fallback. There is not much we can do here apart from disabling the
809 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810 * in IWineD3DImpl_FillGLCaps).
811 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812 * post-processing effects in the game "Max Payne 2").
813 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
814 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
821 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825 * according to the spec.
827 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828 * makes the shader slower and eats instruction slots which should be available to the d3d app.
830 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832 * this workaround is activated on cards that do not need it, it won't break things, just affect
833 * performance negatively. */
834 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
840 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
845 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
850 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
856 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
861 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
866 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868 void (*apply)(struct wined3d_gl_info *gl_info);
869 const char *description;
872 static const struct driver_quirk quirk_table[] =
875 match_ati_r300_to_500,
877 "ATI GLSL constant and normalized texrect quirk"
879 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880 * used it falls back to software. While the compiler can detect if the shader uses all declared
881 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882 * using relative addressing falls back to software.
884 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
887 quirk_apple_glsl_constants,
888 "Apple GLSL uniform override"
893 "Geforce 5 NP2 disable"
898 "Init texcoord .w for Apple Intel GPU driver"
901 match_apple_nonr500ati,
903 "Init texcoord .w for Apple ATI >= r600 GPU driver"
907 quirk_one_point_sprite,
908 "Fglrx point sprite crash workaround"
913 "Reserved varying for gl_ClipPos"
916 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917 * GL implementations accept it. The Mac GL is the only implementation known to
920 * If we can pass 4 component specular colors, do it, because (a) we don't have
921 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922 * passes specular alpha to the pixel shader if any is used. Otherwise the
923 * specular alpha is used to pass the fog coordinate, which we pass to opengl
924 * via GL_EXT_fog_coord.
926 match_allows_spec_alpha,
927 quirk_allows_specular_alpha,
928 "Allow specular alpha quirk"
931 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
936 "Apple NV_texture_shader disable"
939 match_broken_nv_clip,
940 quirk_disable_nvvp_clip,
941 "Apple NV_vertex_program clip bug quirk"
944 match_fbo_tex_update,
945 quirk_fbo_tex_update,
946 "FBO rebind for attachment updates"
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951 * reporting a driver version is moot because we are not the Windows driver, and we have different
952 * bugs, features, etc.
954 * The driver version has the form "x.y.z.w".
956 * "x" is the Windows version the driver is meant for:
963 * "y" is the Direct3D level the driver supports:
970 * "z" is unknown, possibly vendor specific.
972 * "w" is the vendor specific driver version.
974 struct driver_version_information
976 WORD vendor; /* reported PCI card vendor ID */
977 WORD card; /* reported PCI card device ID */
978 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
979 WORD d3d_level; /* driver hiword to report */
980 WORD lopart_hi, lopart_lo; /* driver loword to report */
983 static const struct driver_version_information driver_version_table[] =
985 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
987 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
990 * All version numbers used below are from the Linux nvidia drivers. */
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1026 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1040 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1043 static void init_driver_info(struct wined3d_driver_info *driver_info,
1044 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1046 OSVERSIONINFOW os_version;
1047 WORD driver_os_version;
1050 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1052 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1053 vendor = wined3d_settings.pci_vendor_id;
1055 driver_info->vendor = vendor;
1057 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1059 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1060 device = wined3d_settings.pci_device_id;
1062 driver_info->device = device;
1067 driver_info->name = "ati2dvag.dll";
1070 case HW_VENDOR_NVIDIA:
1071 driver_info->name = "nv4_disp.dll";
1074 case HW_VENDOR_INTEL:
1076 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1077 driver_info->name = "Display";
1081 memset(&os_version, 0, sizeof(os_version));
1082 os_version.dwOSVersionInfoSize = sizeof(os_version);
1083 if (!GetVersionExW(&os_version))
1085 ERR("Failed to get OS version, reporting 2000/XP.\n");
1086 driver_os_version = 6;
1090 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1091 switch (os_version.dwMajorVersion)
1094 driver_os_version = 4;
1098 driver_os_version = 6;
1102 if (os_version.dwMinorVersion == 0)
1104 driver_os_version = 7;
1108 if (os_version.dwMinorVersion > 1)
1110 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1111 os_version.dwMajorVersion, os_version.dwMinorVersion);
1113 driver_os_version = 8;
1118 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1119 os_version.dwMajorVersion, os_version.dwMinorVersion);
1120 driver_os_version = 6;
1125 driver_info->description = "Direct3D HAL";
1126 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1127 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1129 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1131 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1133 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1135 driver_info->description = driver_version_table[i].description;
1136 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1137 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1138 driver_version_table[i].lopart_lo);
1143 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1144 driver_info->version_high, driver_info->version_low);
1147 /* Context activation is done by the caller. */
1148 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1149 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1153 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1155 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1156 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1157 quirk_table[i].apply(gl_info);
1160 /* Find out if PBOs work as they are supposed to. */
1161 test_pbo_functionality(gl_info);
1164 static DWORD wined3d_parse_gl_version(const char *gl_version)
1166 const char *ptr = gl_version;
1170 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1172 while (isdigit(*ptr)) ++ptr;
1173 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1177 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1179 return MAKEDWORD_VERSION(major, minor);
1182 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1185 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1186 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1187 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1189 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1190 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1191 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1192 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1193 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1194 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1195 * DirectDraw, not OpenGL. */
1196 if (gl_info->supported[APPLE_FENCE]
1197 && gl_info->supported[APPLE_CLIENT_STORAGE]
1198 && gl_info->supported[APPLE_FLUSH_RENDER]
1199 && gl_info->supported[APPLE_YCBCR_422])
1200 return GL_VENDOR_APPLE;
1202 if (strstr(gl_vendor_string, "NVIDIA"))
1203 return GL_VENDOR_NVIDIA;
1205 if (strstr(gl_vendor_string, "ATI"))
1206 return GL_VENDOR_FGLRX;
1208 if (strstr(gl_vendor_string, "Intel(R)")
1209 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1210 || strstr(gl_renderer, "Intel")
1211 || strstr(gl_vendor_string, "Intel Inc."))
1212 return GL_VENDOR_INTEL;
1214 if (strstr(gl_vendor_string, "Mesa")
1215 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1216 || strstr(gl_vendor_string, "DRI R300 Project")
1217 || strstr(gl_vendor_string, "X.Org R300 Project")
1218 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1219 || strstr(gl_vendor_string, "VMware, Inc.")
1220 || strstr(gl_renderer, "Mesa")
1221 || strstr(gl_renderer, "Gallium"))
1222 return GL_VENDOR_MESA;
1224 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1225 debugstr_a(gl_vendor_string));
1227 return GL_VENDOR_UNKNOWN;
1230 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1232 if (strstr(gl_vendor_string, "NVIDIA"))
1233 return HW_VENDOR_NVIDIA;
1235 if (strstr(gl_vendor_string, "ATI")
1236 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1237 || strstr(gl_vendor_string, "X.Org R300 Project")
1238 || strstr(gl_vendor_string, "DRI R300 Project"))
1239 return HW_VENDOR_ATI;
1241 if (strstr(gl_vendor_string, "Intel(R)")
1242 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1243 || strstr(gl_renderer, "Intel")
1244 || strstr(gl_vendor_string, "Intel Inc."))
1245 return HW_VENDOR_INTEL;
1247 if (strstr(gl_vendor_string, "Mesa")
1248 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1249 || strstr(gl_vendor_string, "VMware, Inc."))
1250 return HW_VENDOR_SOFTWARE;
1252 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1254 return HW_VENDOR_NVIDIA;
1259 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1260 const char *gl_renderer, unsigned int *vidmem)
1262 if (WINE_D3D10_CAPABLE(gl_info))
1264 /* Geforce 400 - highend */
1265 if (strstr(gl_renderer, "GTX 480"))
1268 return CARD_NVIDIA_GEFORCE_GTX480;
1271 /* Geforce 400 - midend high */
1272 if (strstr(gl_renderer, "GTX 470"))
1275 return CARD_NVIDIA_GEFORCE_GTX470;
1278 /* Geforce 200 - highend */
1279 if (strstr(gl_renderer, "GTX 280")
1280 || strstr(gl_renderer, "GTX 285")
1281 || strstr(gl_renderer, "GTX 295"))
1284 return CARD_NVIDIA_GEFORCE_GTX280;
1287 /* Geforce 200 - midend high */
1288 if (strstr(gl_renderer, "GTX 275"))
1291 return CARD_NVIDIA_GEFORCE_GTX275;
1294 /* Geforce 200 - midend */
1295 if (strstr(gl_renderer, "GTX 260"))
1298 return CARD_NVIDIA_GEFORCE_GTX260;
1300 /* Geforce 200 - midend */
1301 if (strstr(gl_renderer, "GT 240"))
1304 return CARD_NVIDIA_GEFORCE_GT240;
1307 /* Geforce 200 lowend */
1308 if (strstr(gl_renderer, "GT 220"))
1310 *vidmem = 512; /* The GT 220 has 512-1024MB */
1311 return CARD_NVIDIA_GEFORCE_GT220;
1313 /* Geforce 200 lowend */
1314 if (strstr(gl_renderer, "Geforce 210")
1315 || strstr(gl_renderer, "G 210"))
1318 return CARD_NVIDIA_GEFORCE_210;
1321 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1322 if (strstr(gl_renderer, "9800")
1323 || strstr(gl_renderer, "GTS 150")
1324 || strstr(gl_renderer, "GTS 250"))
1327 return CARD_NVIDIA_GEFORCE_9800GT;
1330 /* Geforce9 - midend */
1331 if (strstr(gl_renderer, "9600"))
1333 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1334 return CARD_NVIDIA_GEFORCE_9600GT;
1337 /* Geforce9 - midend low / Geforce 200 - low */
1338 if (strstr(gl_renderer, "9500")
1339 || strstr(gl_renderer, "GT 120")
1340 || strstr(gl_renderer, "GT 130"))
1342 *vidmem = 256; /* The 9500GT has 256-1024MB */
1343 return CARD_NVIDIA_GEFORCE_9500GT;
1346 /* Geforce9 - lowend */
1347 if (strstr(gl_renderer, "9400"))
1349 *vidmem = 256; /* The 9400GT has 256-1024MB */
1350 return CARD_NVIDIA_GEFORCE_9400GT;
1353 /* Geforce9 - lowend low */
1354 if (strstr(gl_renderer, "9100")
1355 || strstr(gl_renderer, "9200")
1356 || strstr(gl_renderer, "9300")
1357 || strstr(gl_renderer, "G 100"))
1359 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1360 return CARD_NVIDIA_GEFORCE_9200;
1363 /* Geforce8 - highend */
1364 if (strstr(gl_renderer, "8800"))
1366 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1367 return CARD_NVIDIA_GEFORCE_8800GTS;
1370 /* Geforce8 - midend mobile */
1371 if (strstr(gl_renderer, "8600 M"))
1374 return CARD_NVIDIA_GEFORCE_8600MGT;
1377 /* Geforce8 - midend */
1378 if (strstr(gl_renderer, "8600")
1379 || strstr(gl_renderer, "8700"))
1382 return CARD_NVIDIA_GEFORCE_8600GT;
1385 /* Geforce8 - lowend */
1386 if (strstr(gl_renderer, "8100")
1387 || strstr(gl_renderer, "8200")
1388 || strstr(gl_renderer, "8300")
1389 || strstr(gl_renderer, "8400")
1390 || strstr(gl_renderer, "8500"))
1392 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1393 return CARD_NVIDIA_GEFORCE_8300GS;
1396 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1398 return CARD_NVIDIA_GEFORCE_8300GS;
1401 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1402 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1404 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1406 /* Geforce7 - highend */
1407 if (strstr(gl_renderer, "7800")
1408 || strstr(gl_renderer, "7900")
1409 || strstr(gl_renderer, "7950")
1410 || strstr(gl_renderer, "Quadro FX 4")
1411 || strstr(gl_renderer, "Quadro FX 5"))
1413 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1414 return CARD_NVIDIA_GEFORCE_7800GT;
1417 /* Geforce7 midend */
1418 if (strstr(gl_renderer, "7600")
1419 || strstr(gl_renderer, "7700"))
1421 *vidmem = 256; /* The 7600 uses 256-512MB */
1422 return CARD_NVIDIA_GEFORCE_7600;
1425 /* Geforce7 lower medium */
1426 if (strstr(gl_renderer, "7400"))
1428 *vidmem = 256; /* The 7400 uses 256-512MB */
1429 return CARD_NVIDIA_GEFORCE_7400;
1432 /* Geforce7 lowend */
1433 if (strstr(gl_renderer, "7300"))
1435 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1436 return CARD_NVIDIA_GEFORCE_7300;
1439 /* Geforce6 highend */
1440 if (strstr(gl_renderer, "6800"))
1442 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1443 return CARD_NVIDIA_GEFORCE_6800;
1446 /* Geforce6 - midend */
1447 if (strstr(gl_renderer, "6600")
1448 || strstr(gl_renderer, "6610")
1449 || strstr(gl_renderer, "6700"))
1451 *vidmem = 128; /* A 6600GT has 128-256MB */
1452 return CARD_NVIDIA_GEFORCE_6600GT;
1455 /* Geforce6/7 lowend */
1457 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1460 if (WINE_D3D9_CAPABLE(gl_info))
1462 /* GeforceFX - highend */
1463 if (strstr(gl_renderer, "5800")
1464 || strstr(gl_renderer, "5900")
1465 || strstr(gl_renderer, "5950")
1466 || strstr(gl_renderer, "Quadro FX"))
1468 *vidmem = 256; /* 5800-5900 cards use 256MB */
1469 return CARD_NVIDIA_GEFORCEFX_5800;
1472 /* GeforceFX - midend */
1473 if (strstr(gl_renderer, "5600")
1474 || strstr(gl_renderer, "5650")
1475 || strstr(gl_renderer, "5700")
1476 || strstr(gl_renderer, "5750"))
1478 *vidmem = 128; /* A 5600 uses 128-256MB */
1479 return CARD_NVIDIA_GEFORCEFX_5600;
1482 /* GeforceFX - lowend */
1483 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1484 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1487 if (WINE_D3D8_CAPABLE(gl_info))
1489 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1491 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1492 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1495 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1496 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1499 if (WINE_D3D7_CAPABLE(gl_info))
1501 if (strstr(gl_renderer, "GeForce4 MX"))
1503 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1504 * early models had 32MB but most have 64MB or even 128MB. */
1506 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1509 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1511 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1512 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1515 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1517 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1518 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1521 /* Most Geforce1 cards have 32MB, there are also some rare 16
1522 * and 64MB (Dell) models. */
1524 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1527 if (strstr(gl_renderer, "TNT2"))
1529 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1530 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1533 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1534 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1538 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1539 const char *gl_renderer, unsigned int *vidmem)
1541 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1543 * Beware: renderer string do not match exact card model,
1544 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1545 if (WINE_D3D10_CAPABLE(gl_info))
1547 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1548 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1549 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1550 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1552 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1553 return CARD_ATI_RADEON_HD5800;
1556 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1557 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1558 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1559 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1561 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1562 return CARD_ATI_RADEON_HD5700;
1565 /* Radeon R7xx HD4800 - highend */
1566 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1567 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1568 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1569 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1570 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1572 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1573 return CARD_ATI_RADEON_HD4800;
1576 /* Radeon R740 HD4700 - midend */
1577 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1578 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1581 return CARD_ATI_RADEON_HD4700;
1584 /* Radeon R730 HD4600 - midend */
1585 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1586 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1587 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1590 return CARD_ATI_RADEON_HD4600;
1593 /* Radeon R710 HD4500/HD4350 - lowend */
1594 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1595 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1598 return CARD_ATI_RADEON_HD4350;
1601 /* Radeon R6xx HD2900/HD3800 - highend */
1602 if (strstr(gl_renderer, "HD 2900")
1603 || strstr(gl_renderer, "HD 3870")
1604 || strstr(gl_renderer, "HD 3850"))
1606 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1607 return CARD_ATI_RADEON_HD2900;
1610 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1611 if (strstr(gl_renderer, "HD 2600")
1612 || strstr(gl_renderer, "HD 3830")
1613 || strstr(gl_renderer, "HD 3690")
1614 || strstr(gl_renderer, "HD 3650"))
1616 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1617 return CARD_ATI_RADEON_HD2600;
1620 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1621 * Note HD2300=DX9, HD2350=DX10 */
1622 if (strstr(gl_renderer, "HD 2350")
1623 || strstr(gl_renderer, "HD 2400")
1624 || strstr(gl_renderer, "HD 3470")
1625 || strstr(gl_renderer, "HD 3450")
1626 || strstr(gl_renderer, "HD 3430")
1627 || strstr(gl_renderer, "HD 3400"))
1629 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1630 return CARD_ATI_RADEON_HD2350;
1633 /* Radeon R6xx/R7xx integrated */
1634 if (strstr(gl_renderer, "HD 3100")
1635 || strstr(gl_renderer, "HD 3200")
1636 || strstr(gl_renderer, "HD 3300"))
1638 *vidmem = 128; /* 128MB */
1639 return CARD_ATI_RADEON_HD3200;
1642 /* Default for when no GPU has been found */
1643 *vidmem = 128; /* 128MB */
1644 return CARD_ATI_RADEON_HD3200;
1647 if (WINE_D3D8_CAPABLE(gl_info))
1650 if (strstr(gl_renderer, "X1600")
1651 || strstr(gl_renderer, "X1650")
1652 || strstr(gl_renderer, "X1800")
1653 || strstr(gl_renderer, "X1900")
1654 || strstr(gl_renderer, "X1950"))
1656 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1657 return CARD_ATI_RADEON_X1600;
1660 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1661 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1662 if (strstr(gl_renderer, "X700")
1663 || strstr(gl_renderer, "X800")
1664 || strstr(gl_renderer, "X850")
1665 || strstr(gl_renderer, "X1300")
1666 || strstr(gl_renderer, "X1400")
1667 || strstr(gl_renderer, "X1450")
1668 || strstr(gl_renderer, "X1550")
1669 || strstr(gl_renderer, "X2300")
1670 || strstr(gl_renderer, "X2500")
1671 || strstr(gl_renderer, "HD 2300")
1674 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1675 return CARD_ATI_RADEON_X700;
1678 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1679 if (strstr(gl_renderer, "Radeon Xpress"))
1681 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1682 return CARD_ATI_RADEON_XPRESS_200M;
1686 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1687 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1690 if (WINE_D3D8_CAPABLE(gl_info))
1692 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1693 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1696 if (WINE_D3D7_CAPABLE(gl_info))
1698 *vidmem = 32; /* There are models with up to 64MB */
1699 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1702 *vidmem = 16; /* There are 16-32MB models */
1703 return CARD_ATI_RAGE_128PRO;
1707 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1708 const char *gl_renderer, unsigned int *vidmem)
1710 if (strstr(gl_renderer, "X3100"))
1712 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1714 return CARD_INTEL_X3100;
1717 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1719 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1721 return CARD_INTEL_I945GM;
1724 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1725 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1726 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1727 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1728 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1729 return CARD_INTEL_I915G;
1733 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1734 const char *gl_renderer, unsigned int *vidmem)
1736 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1738 * Beware: renderer string do not match exact card model,
1739 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1740 if (strstr(gl_renderer, "Gallium"))
1742 /* Radeon R7xx HD4800 - highend */
1743 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1744 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1745 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1747 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1748 return CARD_ATI_RADEON_HD4800;
1751 /* Radeon R740 HD4700 - midend */
1752 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1755 return CARD_ATI_RADEON_HD4700;
1758 /* Radeon R730 HD4600 - midend */
1759 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1762 return CARD_ATI_RADEON_HD4600;
1765 /* Radeon R710 HD4500/HD4350 - lowend */
1766 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1769 return CARD_ATI_RADEON_HD4350;
1772 /* Radeon R6xx HD2900/HD3800 - highend */
1773 if (strstr(gl_renderer, "R600")
1774 || strstr(gl_renderer, "RV670")
1775 || strstr(gl_renderer, "R680"))
1777 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1778 return CARD_ATI_RADEON_HD2900;
1781 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1782 if (strstr(gl_renderer, "RV630")
1783 || strstr(gl_renderer, "RV635"))
1785 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1786 return CARD_ATI_RADEON_HD2600;
1789 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1790 if (strstr(gl_renderer, "RV610")
1791 || strstr(gl_renderer, "RV620"))
1793 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1794 return CARD_ATI_RADEON_HD2350;
1797 /* Radeon R6xx/R7xx integrated */
1798 if (strstr(gl_renderer, "RS780")
1799 || strstr(gl_renderer, "RS880"))
1801 *vidmem = 128; /* 128MB */
1802 return CARD_ATI_RADEON_HD3200;
1806 if (strstr(gl_renderer, "RV530")
1807 || strstr(gl_renderer, "RV535")
1808 || strstr(gl_renderer, "RV560")
1809 || strstr(gl_renderer, "R520")
1810 || strstr(gl_renderer, "RV570")
1811 || strstr(gl_renderer, "R580"))
1813 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1814 return CARD_ATI_RADEON_X1600;
1817 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1818 if (strstr(gl_renderer, "R410")
1819 || strstr(gl_renderer, "R420")
1820 || strstr(gl_renderer, "R423")
1821 || strstr(gl_renderer, "R430")
1822 || strstr(gl_renderer, "R480")
1823 || strstr(gl_renderer, "R481")
1824 || strstr(gl_renderer, "RV410")
1825 || strstr(gl_renderer, "RV515")
1826 || strstr(gl_renderer, "RV516"))
1828 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1829 return CARD_ATI_RADEON_X700;
1832 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1833 if (strstr(gl_renderer, "RS400")
1834 || strstr(gl_renderer, "RS480")
1835 || strstr(gl_renderer, "RS482")
1836 || strstr(gl_renderer, "RS485")
1837 || strstr(gl_renderer, "RS600")
1838 || strstr(gl_renderer, "RS690")
1839 || strstr(gl_renderer, "RS740"))
1841 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1842 return CARD_ATI_RADEON_XPRESS_200M;
1846 if (strstr(gl_renderer, "R300")
1847 || strstr(gl_renderer, "RV350")
1848 || strstr(gl_renderer, "RV351")
1849 || strstr(gl_renderer, "RV360")
1850 || strstr(gl_renderer, "RV370")
1851 || strstr(gl_renderer, "R350")
1852 || strstr(gl_renderer, "R360"))
1854 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1855 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1859 if (WINE_D3D9_CAPABLE(gl_info))
1861 /* Radeon R7xx HD4800 - highend */
1862 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1863 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1864 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1866 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1867 return CARD_ATI_RADEON_HD4800;
1870 /* Radeon R740 HD4700 - midend */
1871 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1874 return CARD_ATI_RADEON_HD4700;
1877 /* Radeon R730 HD4600 - midend */
1878 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1881 return CARD_ATI_RADEON_HD4600;
1884 /* Radeon R710 HD4500/HD4350 - lowend */
1885 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1888 return CARD_ATI_RADEON_HD4350;
1891 /* Radeon R6xx HD2900/HD3800 - highend */
1892 if (strstr(gl_renderer, "(R600")
1893 || strstr(gl_renderer, "(RV670")
1894 || strstr(gl_renderer, "(R680"))
1896 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1897 return CARD_ATI_RADEON_HD2900;
1900 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1901 if (strstr(gl_renderer, "(RV630")
1902 || strstr(gl_renderer, "(RV635"))
1904 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1905 return CARD_ATI_RADEON_HD2600;
1908 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1909 if (strstr(gl_renderer, "(RV610")
1910 || strstr(gl_renderer, "(RV620"))
1912 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1913 return CARD_ATI_RADEON_HD2350;
1916 /* Radeon R6xx/R7xx integrated */
1917 if (strstr(gl_renderer, "(RS780")
1918 || strstr(gl_renderer, "(RS880"))
1920 *vidmem = 128; /* 128MB */
1921 return CARD_ATI_RADEON_HD3200;
1925 if (WINE_D3D8_CAPABLE(gl_info))
1927 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1928 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1931 if (WINE_D3D7_CAPABLE(gl_info))
1933 *vidmem = 32; /* There are models with up to 64MB */
1934 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1937 *vidmem = 16; /* There are 16-32MB models */
1938 return CARD_ATI_RAGE_128PRO;
1942 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1943 const char *gl_renderer, unsigned int *vidmem)
1945 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1946 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1947 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1948 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1949 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1950 return CARD_NVIDIA_RIVA_128;
1953 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1954 const char *gl_renderer, unsigned int *vidmem)
1956 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1957 return CARD_INTEL_I915G;
1961 struct vendor_card_selection
1963 enum wined3d_gl_vendor gl_vendor;
1964 enum wined3d_pci_vendor card_vendor;
1965 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1966 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1967 unsigned int *vidmem );
1970 static const struct vendor_card_selection vendor_card_select_table[] =
1972 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1973 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1974 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1975 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1976 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1977 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1978 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1979 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
1980 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1984 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1985 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1987 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1988 * different GPUs with roughly the same features. In most cases GPUs from a
1989 * certain family differ in clockspeeds, the amount of video memory and the
1990 * number of shader pipelines.
1992 * A Direct3D device object contains the PCI id (vendor + device) of the
1993 * videocard which is used for rendering. Various applications use this
1994 * information to get a rough estimation of the features of the card and
1995 * some might use it for enabling 3d effects only on certain types of
1996 * videocards. In some cases games might even use it to work around bugs
1997 * which happen on certain videocards/driver combinations. The problem is
1998 * that OpenGL only exposes a rendering string containing the name of the
1999 * videocard and not the PCI id.
2001 * Various games depend on the PCI id, so somehow we need to provide one.
2002 * A simple option is to parse the renderer string and translate this to
2003 * the right PCI id. This is a lot of work because there are more than 200
2004 * GPUs just for Nvidia. Various cards share the same renderer string, so
2005 * the amount of code might be 'small' but there are quite a number of
2006 * exceptions which would make this a pain to maintain. Another way would
2007 * be to query the PCI id from the operating system (assuming this is the
2008 * videocard which is used for rendering which is not always the case).
2009 * This would work but it is not very portable. Second it would not work
2010 * well in, let's say, a remote X situation in which the amount of 3d
2011 * features which can be used is limited.
2013 * As said most games only use the PCI id to get an indication of the
2014 * capabilities of the card. It doesn't really matter if the given id is
2015 * the correct one if we return the id of a card with similar 3d features.
2017 * The code below checks the OpenGL capabilities of a videocard and matches
2018 * that to a certain level of Direct3D functionality. Once a card passes
2019 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2020 * least a GeforceFX. To give a better estimate we do a basic check on the
2021 * renderer string but if that won't pass we return a default card. This
2022 * way is better than maintaining a full card database as even without a
2023 * full database we can return a card with similar features. Second the
2024 * size of the database can be made quite small because when you know what
2025 * type of 3d functionality a card has, you know to which GPU family the
2026 * GPU must belong. Because of this you only have to check a small part of
2027 * the renderer string to distinguishes between different models from that
2030 * The code also selects a default amount of video memory which we will
2031 * use for an estimation of the amount of free texture memory. In case of
2032 * real D3D the amount of texture memory includes video memory and system
2033 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2034 * HyperMemory). We don't know how much system memory can be addressed by
2035 * the system but we can make a reasonable estimation about the amount of
2036 * video memory. If the value is slightly wrong it doesn't matter as we
2037 * didn't include AGP-like memory which makes the amount of addressable
2038 * memory higher and second OpenGL isn't that critical it moves to system
2039 * memory behind our backs if really needed. Note that the amount of video
2040 * memory can be overruled using a registry setting. */
2044 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2046 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2047 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2049 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2050 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2053 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2054 *gl_vendor, *card_vendor);
2056 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2057 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2058 * them a good generic choice. */
2059 *card_vendor = HW_VENDOR_NVIDIA;
2060 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2061 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2062 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2063 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2064 return CARD_NVIDIA_RIVA_128;
2067 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2069 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2070 int vs_selected_mode, ps_selected_mode;
2072 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2073 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2074 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2075 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2076 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2077 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2078 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2079 else return &ffp_fragment_pipeline;
2082 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2084 int vs_selected_mode, ps_selected_mode;
2086 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2087 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2088 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2089 return &none_shader_backend;
2092 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2094 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2095 int vs_selected_mode, ps_selected_mode;
2097 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2098 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2099 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2100 else return &ffp_blit;
2103 /* Context activation is done by the caller. */
2104 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2106 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2107 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2108 const char *GL_Extensions = NULL;
2109 const char *WGL_Extensions = NULL;
2110 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2111 struct fragment_caps fragment_caps;
2112 enum wined3d_gl_vendor gl_vendor;
2113 enum wined3d_pci_vendor card_vendor;
2114 enum wined3d_pci_device device;
2116 GLfloat gl_floatv[2];
2119 unsigned int vidmem=0;
2123 TRACE_(d3d_caps)("(%p)\n", gl_info);
2127 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2128 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2129 if (!gl_renderer_str)
2132 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2136 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2137 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2141 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2145 /* Parse the GL_VERSION field into major and minor information */
2146 gl_version_str = (const char *)glGetString(GL_VERSION);
2147 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2148 if (!gl_version_str)
2151 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2154 gl_version = wined3d_parse_gl_version(gl_version_str);
2157 * Initialize openGL extension related variables
2158 * with Default values
2160 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2161 gl_info->limits.blends = 1;
2162 gl_info->limits.buffers = 1;
2163 gl_info->limits.textures = 1;
2164 gl_info->limits.fragment_samplers = 1;
2165 gl_info->limits.vertex_samplers = 0;
2166 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2167 gl_info->limits.sampler_stages = 1;
2168 gl_info->limits.glsl_vs_float_constants = 0;
2169 gl_info->limits.glsl_ps_float_constants = 0;
2170 gl_info->limits.arb_vs_float_constants = 0;
2171 gl_info->limits.arb_vs_native_constants = 0;
2172 gl_info->limits.arb_vs_instructions = 0;
2173 gl_info->limits.arb_vs_temps = 0;
2174 gl_info->limits.arb_ps_float_constants = 0;
2175 gl_info->limits.arb_ps_local_constants = 0;
2176 gl_info->limits.arb_ps_instructions = 0;
2177 gl_info->limits.arb_ps_temps = 0;
2179 /* Retrieve opengl defaults */
2180 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2181 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2182 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2184 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2185 gl_info->limits.lights = gl_max;
2186 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2188 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2189 gl_info->limits.texture_size = gl_max;
2190 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2192 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2193 gl_info->limits.pointsize_min = gl_floatv[0];
2194 gl_info->limits.pointsize_max = gl_floatv[1];
2195 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2197 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2198 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2202 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2208 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2210 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2212 while (*GL_Extensions)
2215 char current_ext[256];
2217 while (isspace(*GL_Extensions)) ++GL_Extensions;
2218 start = GL_Extensions;
2219 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2221 len = GL_Extensions - start;
2222 if (!len || len >= sizeof(current_ext)) continue;
2224 memcpy(current_ext, start, len);
2225 current_ext[len] = '\0';
2226 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2228 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2230 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2232 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2233 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2239 /* Now work out what GL support this card really has */
2240 #define USE_GL_FUNC(type, pfn, ext, replace) \
2242 DWORD ver = ver_for_ext(ext); \
2243 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2244 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2245 else gl_info->pfn = NULL; \
2250 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2256 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2257 * loading the functions, otherwise the code above will load the extension entry points instead of the
2258 * core functions, which may not work. */
2259 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2261 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2262 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2264 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2265 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2269 if (gl_info->supported[APPLE_FENCE])
2271 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2272 * The apple extension interacts with some other apple exts. Disable the NV
2273 * extension if the apple one is support to prevent confusion in other parts
2275 gl_info->supported[NV_FENCE] = FALSE;
2277 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2279 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2281 * The enums are the same:
2282 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2283 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2284 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2285 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2286 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2288 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2290 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2291 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2293 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2295 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2296 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2299 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2301 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2302 * functionality. Prefer the ARB extension */
2303 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2305 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2307 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2308 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2310 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2312 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2313 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2315 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2317 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2318 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2320 if (gl_info->supported[NV_TEXTURE_SHADER2])
2322 if (gl_info->supported[NV_REGISTER_COMBINERS])
2324 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2325 * are supported. The nv extensions provide the same functionality as the
2326 * ATI one, and a bit more(signed pixelformats). */
2327 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2331 if (gl_info->supported[NV_REGISTER_COMBINERS])
2333 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2334 gl_info->limits.general_combiners = gl_max;
2335 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2337 if (gl_info->supported[ARB_DRAW_BUFFERS])
2339 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2340 gl_info->limits.buffers = gl_max;
2341 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2343 if (gl_info->supported[ARB_MULTITEXTURE])
2345 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2346 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2347 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2349 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2352 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2353 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2357 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2359 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2361 if (gl_info->supported[ARB_VERTEX_SHADER])
2364 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2365 gl_info->limits.vertex_samplers = tmp;
2366 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2367 gl_info->limits.combined_samplers = tmp;
2369 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2370 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2371 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2372 * shader is used with fixed function vertex processing we're fine too because fixed function
2373 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2374 * used we have to make sure that all vertex sampler setups are valid together with all
2375 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2376 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2377 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2378 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2379 * a fixed function pipeline anymore.
2381 * So this is just a check to check that our assumption holds true. If not, write a warning
2382 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2383 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2384 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2386 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2387 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2388 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2389 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2390 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2392 gl_info->limits.vertex_samplers = 0;
2397 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2399 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2400 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2402 if (gl_info->supported[ARB_VERTEX_BLEND])
2404 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2405 gl_info->limits.blends = gl_max;
2406 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2408 if (gl_info->supported[EXT_TEXTURE3D])
2410 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2411 gl_info->limits.texture3d_size = gl_max;
2412 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2414 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2416 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2417 gl_info->limits.anisotropy = gl_max;
2418 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2420 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2422 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2423 gl_info->limits.arb_ps_float_constants = gl_max;
2424 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2425 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2426 gl_info->limits.arb_ps_native_constants = gl_max;
2427 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2428 gl_info->limits.arb_ps_native_constants);
2429 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2430 gl_info->limits.arb_ps_temps = gl_max;
2431 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2432 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2433 gl_info->limits.arb_ps_instructions = gl_max;
2434 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2435 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2436 gl_info->limits.arb_ps_local_constants = gl_max;
2437 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2439 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2441 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2442 gl_info->limits.arb_vs_float_constants = gl_max;
2443 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2444 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2445 gl_info->limits.arb_vs_native_constants = gl_max;
2446 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2447 gl_info->limits.arb_vs_native_constants);
2448 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2449 gl_info->limits.arb_vs_temps = gl_max;
2450 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2451 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2452 gl_info->limits.arb_vs_instructions = gl_max;
2453 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2455 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2457 if (gl_info->supported[ARB_VERTEX_SHADER])
2459 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2460 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2461 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2463 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2465 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2466 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2467 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2468 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2469 gl_info->limits.glsl_varyings = gl_max;
2470 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2472 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2474 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2475 unsigned int major, minor;
2477 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2479 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2480 sscanf(str, "%u.%u", &major, &minor);
2481 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2483 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2485 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2489 gl_info->limits.shininess = 128.0f;
2491 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2493 /* If we have full NP2 texture support, disable
2494 * GL_ARB_texture_rectangle because we will never use it.
2495 * This saves a few redundant glDisable calls. */
2496 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2498 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2500 /* Disable NV_register_combiners and fragment shader if this is supported.
2501 * generally the NV extensions are preferred over the ATI ones, and this
2502 * extension is disabled if register_combiners and texture_shader2 are both
2503 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2504 * fragment processing support. */
2505 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2506 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2507 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2508 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2510 if (gl_info->supported[NV_HALF_FLOAT])
2512 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2513 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2515 if (gl_info->supported[ARB_POINT_SPRITE])
2517 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2521 gl_info->limits.point_sprite_units = 0;
2523 checkGLcall("extension detection");
2527 adapter->fragment_pipe = select_fragment_implementation(adapter);
2528 adapter->shader_backend = select_shader_backend(adapter);
2529 adapter->blitter = select_blit_implementation(adapter);
2531 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2532 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2533 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2535 /* In some cases the number of texture stages can be larger than the number
2536 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2537 * shaders), but 8 texture stages (register combiners). */
2538 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2540 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2542 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2543 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2544 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2545 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2546 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2547 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2548 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2549 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2550 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2551 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2552 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2553 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2554 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2555 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2556 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2557 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2558 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2559 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2560 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2564 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2566 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2567 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2568 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2569 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2570 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2571 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2572 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2573 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2574 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2575 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2576 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2577 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2578 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2579 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2580 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2581 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2582 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2584 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2586 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2587 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2589 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2591 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2593 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2595 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2599 /* MRTs are currently only supported when FBOs are used. */
2600 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2602 gl_info->limits.buffers = 1;
2605 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2606 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2607 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2609 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2610 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2612 /* If we have an estimate use it, else default to 64MB; */
2614 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2616 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2618 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2619 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2620 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2621 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2622 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2623 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2624 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2625 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2627 /* Make sure there's an active HDC else the WGL extensions will fail */
2628 hdc = pwglGetCurrentDC();
2630 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2631 if(GL_EXTCALL(wglGetExtensionsStringARB))
2632 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2634 if (NULL == WGL_Extensions) {
2635 ERR(" WGL_Extensions returns NULL\n");
2637 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2638 while (*WGL_Extensions != 0x00) {
2642 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2643 Start = WGL_Extensions;
2644 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2648 len = WGL_Extensions - Start;
2649 if (len == 0 || len >= sizeof(ThisExtn))
2652 memcpy(ThisExtn, Start, len);
2653 ThisExtn[len] = '\0';
2654 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2656 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2657 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2658 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2660 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2661 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2662 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2668 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2669 init_driver_info(driver_info, card_vendor, device);
2670 add_gl_compat_wrappers(gl_info);
2675 /**********************************************************
2676 * IWineD3D implementation follows
2677 **********************************************************/
2679 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2680 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2682 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2684 return This->adapter_count;
2687 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2689 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2694 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2695 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2697 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2699 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2703 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2706 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2707 of the same bpp but different resolutions */
2709 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2710 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2711 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2712 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2714 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2718 /* TODO: Store modes per adapter and read it from the adapter structure */
2719 if (Adapter == 0) { /* Display */
2720 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2721 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2726 memset(&mode, 0, sizeof(mode));
2727 mode.dmSize = sizeof(mode);
2729 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2733 if (Format == WINED3DFMT_UNKNOWN)
2735 /* This is for D3D8, do not enumerate P8 here */
2736 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2738 else if (mode.dmBitsPerPel == format_bits)
2744 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2747 FIXME_(d3d_caps)("Adapter not primary display\n");
2752 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2753 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2754 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2755 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2757 /* Validate the parameters as much as possible */
2758 if (NULL == pMode ||
2759 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2760 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2761 return WINED3DERR_INVALIDCALL;
2764 /* TODO: Store modes per adapter and read it from the adapter structure */
2767 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2768 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2774 ZeroMemory(&DevModeW, sizeof(DevModeW));
2775 DevModeW.dmSize = sizeof(DevModeW);
2777 /* If we are filtering to a specific format (D3D9), then need to skip
2778 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2779 just count through the ones with valid bit depths */
2780 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2782 if (Format == WINED3DFMT_UNKNOWN)
2784 /* This is for D3D8, do not enumerate P8 here */
2785 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2787 else if (DevModeW.dmBitsPerPel == format_bits)
2794 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2795 return WINED3DERR_INVALIDCALL;
2799 /* Now get the display mode via the calculated index */
2800 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2801 pMode->Width = DevModeW.dmPelsWidth;
2802 pMode->Height = DevModeW.dmPelsHeight;
2803 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2804 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2805 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2807 if (Format == WINED3DFMT_UNKNOWN) {
2808 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2810 pMode->Format = Format;
2813 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2814 return WINED3DERR_INVALIDCALL;
2817 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2818 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2819 DevModeW.dmBitsPerPel);
2824 FIXME_(d3d_caps)("Adapter not primary display\n");
2830 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2832 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2834 if (NULL == pMode ||
2835 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2836 return WINED3DERR_INVALIDCALL;
2839 if (Adapter == 0) { /* Display */
2843 ZeroMemory(&DevModeW, sizeof(DevModeW));
2844 DevModeW.dmSize = sizeof(DevModeW);
2846 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2847 pMode->Width = DevModeW.dmPelsWidth;
2848 pMode->Height = DevModeW.dmPelsHeight;
2849 bpp = DevModeW.dmBitsPerPel;
2850 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2851 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2853 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2856 pMode->Format = pixelformat_for_depth(bpp);
2858 FIXME_(d3d_caps)("Adapter not primary display\n");
2861 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2862 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2866 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2867 and fields being inserted in the middle, a new structure is used in place */
2868 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2869 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2870 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2871 struct wined3d_adapter *adapter;
2874 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2876 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2877 return WINED3DERR_INVALIDCALL;
2880 adapter = &This->adapters[Adapter];
2882 /* Return the information requested */
2883 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2885 if (pIdentifier->driver_size)
2887 const char *name = adapter->driver_info.name;
2888 len = min(strlen(name), pIdentifier->driver_size - 1);
2889 memcpy(pIdentifier->driver, name, len);
2890 pIdentifier->driver[len] = '\0';
2893 if (pIdentifier->description_size)
2895 const char *description = adapter->driver_info.description;
2896 len = min(strlen(description), pIdentifier->description_size - 1);
2897 memcpy(pIdentifier->description, description, len);
2898 pIdentifier->description[len] = '\0';
2901 /* Note that d3d8 doesn't supply a device name. */
2902 if (pIdentifier->device_name_size)
2904 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2906 len = strlen(device_name);
2907 if (len >= pIdentifier->device_name_size)
2909 ERR("Device name size too small.\n");
2910 return WINED3DERR_INVALIDCALL;
2913 memcpy(pIdentifier->device_name, device_name, len);
2914 pIdentifier->device_name[len] = '\0';
2917 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2918 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2919 pIdentifier->vendor_id = adapter->driver_info.vendor;
2920 pIdentifier->device_id = adapter->driver_info.device;
2921 pIdentifier->subsystem_id = 0;
2922 pIdentifier->revision = 0;
2923 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2924 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2925 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2926 pIdentifier->video_memory = adapter->TextureRam;
2931 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2932 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2934 short redSize, greenSize, blueSize, alphaSize, colorBits;
2939 /* Float formats need FBOs. If FBOs are used this function isn't called */
2940 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2942 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2943 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2945 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2949 if(cfg->redSize < redSize)
2952 if(cfg->greenSize < greenSize)
2955 if(cfg->blueSize < blueSize)
2958 if(cfg->alphaSize < alphaSize)
2964 /* Probably a RGBA_float or color index mode */
2968 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2969 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2971 short depthSize, stencilSize;
2972 BOOL lockable = FALSE;
2977 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2979 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2983 /* Float formats need FBOs. If FBOs are used this function isn't called */
2984 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2986 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2989 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2990 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2991 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2992 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2995 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2996 * allow more stencil bits than requested. */
2997 if(cfg->stencilSize < stencilSize)
3003 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3004 WINED3DFORMAT AdapterFormat,
3005 WINED3DFORMAT RenderTargetFormat,
3006 WINED3DFORMAT DepthStencilFormat) {
3007 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3009 const WineD3D_PixelFormat *cfgs;
3010 const struct wined3d_adapter *adapter;
3011 const struct wined3d_format_desc *rt_format_desc;
3012 const struct wined3d_format_desc *ds_format_desc;
3015 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3017 DeviceType, debug_d3ddevicetype(DeviceType),
3018 AdapterFormat, debug_d3dformat(AdapterFormat),
3019 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3020 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3022 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3023 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3024 return WINED3DERR_INVALIDCALL;
3027 adapter = &This->adapters[Adapter];
3028 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3029 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3030 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3032 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3033 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3034 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3040 cfgs = adapter->cfgs;
3041 nCfgs = adapter->nCfgs;
3042 for (it = 0; it < nCfgs; ++it) {
3043 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3045 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3047 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3053 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3055 return WINED3DERR_NOTAVAILABLE;
3058 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3059 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3061 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3062 const struct wined3d_format_desc *glDesc;
3063 const struct wined3d_adapter *adapter;
3065 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3068 DeviceType, debug_d3ddevicetype(DeviceType),
3069 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3074 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3075 return WINED3DERR_INVALIDCALL;
3078 /* TODO: handle Windowed, add more quality levels */
3080 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3081 if(pQualityLevels) *pQualityLevels = 1;
3085 /* By default multisampling is disabled right now as it causes issues
3086 * on some Nvidia driver versions and it doesn't work well in combination
3088 if(!wined3d_settings.allow_multisampling)
3089 return WINED3DERR_NOTAVAILABLE;
3091 adapter = &This->adapters[Adapter];
3092 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3093 if (!glDesc) return WINED3DERR_INVALIDCALL;
3095 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3097 const WineD3D_PixelFormat *cfgs;
3099 cfgs = adapter->cfgs;
3100 nCfgs = adapter->nCfgs;
3101 for(i=0; i<nCfgs; i++) {
3102 if(cfgs[i].numSamples != MultiSampleType)
3105 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3108 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3111 *pQualityLevels = 1; /* Guess at a value! */
3115 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3116 short redSize, greenSize, blueSize, alphaSize, colorBits;
3118 const WineD3D_PixelFormat *cfgs;
3120 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3122 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3123 return WINED3DERR_NOTAVAILABLE;
3126 cfgs = adapter->cfgs;
3127 nCfgs = adapter->nCfgs;
3128 for(i=0; i<nCfgs; i++) {
3129 if(cfgs[i].numSamples != MultiSampleType)
3131 if(cfgs[i].redSize != redSize)
3133 if(cfgs[i].greenSize != greenSize)
3135 if(cfgs[i].blueSize != blueSize)
3137 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3138 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3140 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3143 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3146 *pQualityLevels = 1; /* Guess at a value! */
3150 return WINED3DERR_NOTAVAILABLE;
3153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3154 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3156 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3159 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3160 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3161 debug_d3dformat(BackBufferFormat), Windowed);
3163 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3164 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3165 return WINED3DERR_INVALIDCALL;
3168 /* The task of this function is to check whether a certain display / backbuffer format
3169 * combination is available on the given adapter. In fullscreen mode microsoft specified
3170 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3171 * and display format should match exactly.
3172 * In windowed mode format conversion can occur and this depends on the driver. When format
3173 * conversion is done, this function should nevertheless fail and applications need to use
3174 * CheckDeviceFormatConversion.
3175 * At the moment we assume that fullscreen and windowed have the same capabilities */
3177 /* There are only 4 display formats */
3178 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3179 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3180 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3181 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3183 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3184 return WINED3DERR_NOTAVAILABLE;
3187 /* If the requested DisplayFormat is not available, don't continue */
3188 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3190 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3191 return WINED3DERR_NOTAVAILABLE;
3194 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3195 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3196 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3197 return WINED3DERR_NOTAVAILABLE;
3200 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3201 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3203 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3204 return WINED3DERR_NOTAVAILABLE;
3207 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3208 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3209 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3211 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3212 return WINED3DERR_NOTAVAILABLE;
3215 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3216 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3217 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3219 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3220 return WINED3DERR_NOTAVAILABLE;
3223 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3224 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3225 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3227 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3228 return WINED3DERR_NOTAVAILABLE;
3231 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3232 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3234 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3240 /* Check if we support bumpmapping for a format */
3241 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3243 /* Ask the fixed function pipeline implementation if it can deal
3244 * with the conversion. If we've got a GL extension giving native
3245 * support this will be an identity conversion. */
3246 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3247 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3250 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3251 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3252 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3256 /* Only allow depth/stencil formats */
3257 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3259 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3261 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3262 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3266 /* Walk through all WGL pixel formats to find a match */
3267 for (it = 0; it < adapter->nCfgs; ++it)
3269 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3270 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3272 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3283 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3285 /* The flags entry of a format contains the filtering capability */
3286 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3291 /* Check the render target capabilities of a format */
3292 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3293 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3295 /* Filter out non-RT formats */
3296 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3297 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3298 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3300 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3301 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3303 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3304 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3306 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3307 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3308 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3309 TRACE_(d3d_caps)("[FAILED]\n");
3313 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3314 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3315 for (it = 0; it < adapter->nCfgs; ++it)
3317 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3318 &cfgs[it], check_format_desc))
3320 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3321 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3326 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3328 /* For now return TRUE for FBOs until we have some proper checks.
3329 * Note that this function will only be called when the format is around for texturing. */
3335 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3337 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3338 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3341 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3343 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3344 * doing the color fixup in shaders.
3345 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3346 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3348 int vs_selected_mode;
3349 int ps_selected_mode;
3350 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3352 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3353 TRACE_(d3d_caps)("[OK]\n");
3358 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3362 /* Check if a format support blending in combination with pixel shaders */
3363 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3364 const struct wined3d_format_desc *format_desc)
3366 /* The flags entry of a format contains the post pixel shader blending capability */
3367 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3372 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3374 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3375 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3376 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3377 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3378 * capability anyway.
3380 * For now lets report this on all formats, but in the future we may want to
3381 * restrict it to some should games need that
3386 /* Check if a texture format is supported on the given adapter */
3387 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3389 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3391 switch (format_desc->format)
3394 * supported: RGB(A) formats
3396 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3397 case WINED3DFMT_B8G8R8A8_UNORM:
3398 case WINED3DFMT_B8G8R8X8_UNORM:
3399 case WINED3DFMT_B5G6R5_UNORM:
3400 case WINED3DFMT_B5G5R5X1_UNORM:
3401 case WINED3DFMT_B5G5R5A1_UNORM:
3402 case WINED3DFMT_B4G4R4A4_UNORM:
3403 case WINED3DFMT_A8_UNORM:
3404 case WINED3DFMT_B4G4R4X4_UNORM:
3405 case WINED3DFMT_R8G8B8A8_UNORM:
3406 case WINED3DFMT_R8G8B8X8_UNORM:
3407 case WINED3DFMT_B10G10R10A2_UNORM:
3408 case WINED3DFMT_R10G10B10A2_UNORM:
3409 case WINED3DFMT_R16G16_UNORM:
3410 TRACE_(d3d_caps)("[OK]\n");
3413 case WINED3DFMT_B2G3R3_UNORM:
3414 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3418 * Not supported: Palettized
3419 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3420 * Since it is not widely available, don't offer it. Further no Windows driver offers
3421 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3423 case WINED3DFMT_P8_UINT:
3424 case WINED3DFMT_P8_UINT_A8_UNORM:
3428 * Supported: (Alpha)-Luminance
3430 case WINED3DFMT_L8_UNORM:
3431 case WINED3DFMT_L8A8_UNORM:
3432 case WINED3DFMT_L16_UNORM:
3433 TRACE_(d3d_caps)("[OK]\n");
3436 /* Not supported on Windows, thus disabled */
3437 case WINED3DFMT_L4A4_UNORM:
3438 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3442 * Supported: Depth/Stencil formats
3444 case WINED3DFMT_D16_LOCKABLE:
3445 case WINED3DFMT_D16_UNORM:
3446 case WINED3DFMT_S1_UINT_D15_UNORM:
3447 case WINED3DFMT_X8D24_UNORM:
3448 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3449 case WINED3DFMT_D24_UNORM_S8_UINT:
3450 case WINED3DFMT_S8_UINT_D24_FLOAT:
3451 case WINED3DFMT_D32_UNORM:
3452 case WINED3DFMT_D32_FLOAT:
3456 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3457 * GL_NV_texture_shader). Emulated by shaders
3459 case WINED3DFMT_R8G8_SNORM:
3460 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3461 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3462 case WINED3DFMT_R8G8B8A8_SNORM:
3463 case WINED3DFMT_R16G16_SNORM:
3464 /* Ask the shader backend if it can deal with the conversion. If
3465 * we've got a GL extension giving native support this will be an
3466 * identity conversion. */
3467 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3469 TRACE_(d3d_caps)("[OK]\n");
3472 TRACE_(d3d_caps)("[FAILED]\n");
3475 case WINED3DFMT_DXT1:
3476 case WINED3DFMT_DXT2:
3477 case WINED3DFMT_DXT3:
3478 case WINED3DFMT_DXT4:
3479 case WINED3DFMT_DXT5:
3480 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3482 TRACE_(d3d_caps)("[OK]\n");
3485 TRACE_(d3d_caps)("[FAILED]\n");
3490 * Odd formats - not supported
3492 case WINED3DFMT_VERTEXDATA:
3493 case WINED3DFMT_R16_UINT:
3494 case WINED3DFMT_R32_UINT:
3495 case WINED3DFMT_R16G16B16A16_SNORM:
3496 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3497 case WINED3DFMT_R10G11B11_SNORM:
3498 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3502 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3504 case WINED3DFMT_R8G8_SNORM_Cx:
3505 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3509 case WINED3DFMT_UYVY:
3510 case WINED3DFMT_YUY2:
3511 if (gl_info->supported[APPLE_YCBCR_422])
3513 TRACE_(d3d_caps)("[OK]\n");
3516 TRACE_(d3d_caps)("[FAILED]\n");
3518 case WINED3DFMT_YV12:
3519 TRACE_(d3d_caps)("[FAILED]\n");
3523 case WINED3DFMT_R16G16B16A16_UNORM:
3524 case WINED3DFMT_B2G3R3A8_UNORM:
3525 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3528 /* Floating point formats */
3529 case WINED3DFMT_R16_FLOAT:
3530 case WINED3DFMT_R16G16_FLOAT:
3531 case WINED3DFMT_R16G16B16A16_FLOAT:
3532 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3534 TRACE_(d3d_caps)("[OK]\n");
3537 TRACE_(d3d_caps)("[FAILED]\n");
3540 case WINED3DFMT_R32_FLOAT:
3541 case WINED3DFMT_R32G32_FLOAT:
3542 case WINED3DFMT_R32G32B32A32_FLOAT:
3543 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3545 TRACE_(d3d_caps)("[OK]\n");
3548 TRACE_(d3d_caps)("[FAILED]\n");
3551 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3552 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3553 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3554 * We can do instancing with all shader versions, but we need vertex shaders.
3556 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3557 * to enable instancing. WineD3D doesn't need that and just ignores it.
3559 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3561 case WINED3DFMT_INST:
3562 TRACE("ATI Instancing check hack\n");
3563 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3565 TRACE_(d3d_caps)("[OK]\n");
3568 TRACE_(d3d_caps)("[FAILED]\n");
3571 /* Some weird FOURCC formats */
3572 case WINED3DFMT_R8G8_B8G8:
3573 case WINED3DFMT_G8R8_G8B8:
3574 case WINED3DFMT_MULTI2_ARGB8:
3575 TRACE_(d3d_caps)("[FAILED]\n");
3578 /* Vendor specific formats */
3579 case WINED3DFMT_ATI2N:
3580 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3581 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3583 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3584 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3586 TRACE_(d3d_caps)("[OK]\n");
3590 TRACE_(d3d_caps)("[OK]\n");
3593 TRACE_(d3d_caps)("[FAILED]\n");
3596 case WINED3DFMT_NVHU:
3597 case WINED3DFMT_NVHS:
3598 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3599 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3600 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3601 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3602 * Applications have to deal with not having NVHS and NVHU.
3604 TRACE_(d3d_caps)("[FAILED]\n");
3607 case WINED3DFMT_UNKNOWN:
3611 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3617 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3618 const struct wined3d_format_desc *adapter_format_desc,
3619 const struct wined3d_format_desc *check_format_desc,
3620 WINED3DSURFTYPE SurfaceType)
3622 if(SurfaceType == SURFACE_GDI) {
3623 switch(check_format_desc->format)
3625 case WINED3DFMT_B8G8R8_UNORM:
3626 case WINED3DFMT_B8G8R8A8_UNORM:
3627 case WINED3DFMT_B8G8R8X8_UNORM:
3628 case WINED3DFMT_B5G6R5_UNORM:
3629 case WINED3DFMT_B5G5R5X1_UNORM:
3630 case WINED3DFMT_B5G5R5A1_UNORM:
3631 case WINED3DFMT_B4G4R4A4_UNORM:
3632 case WINED3DFMT_B2G3R3_UNORM:
3633 case WINED3DFMT_A8_UNORM:
3634 case WINED3DFMT_B2G3R3A8_UNORM:
3635 case WINED3DFMT_B4G4R4X4_UNORM:
3636 case WINED3DFMT_R10G10B10A2_UNORM:
3637 case WINED3DFMT_R8G8B8A8_UNORM:
3638 case WINED3DFMT_R8G8B8X8_UNORM:
3639 case WINED3DFMT_R16G16_UNORM:
3640 case WINED3DFMT_B10G10R10A2_UNORM:
3641 case WINED3DFMT_R16G16B16A16_UNORM:
3642 case WINED3DFMT_P8_UINT:
3643 TRACE_(d3d_caps)("[OK]\n");
3646 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3651 /* All format that are supported for textures are supported for surfaces as well */
3652 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3653 /* All depth stencil formats are supported on surfaces */
3654 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3656 /* If opengl can't process the format natively, the blitter may be able to convert it */
3657 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3658 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3659 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3661 TRACE_(d3d_caps)("[OK]\n");
3665 /* Reject other formats */
3666 TRACE_(d3d_caps)("[FAILED]\n");
3670 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3671 const struct wined3d_format_desc *format_desc)
3673 return adapter->gl_info.limits.vertex_samplers
3674 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3677 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3678 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3679 WINED3DSURFTYPE SurfaceType)
3681 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3682 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3683 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3684 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3685 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3686 DWORD UsageCaps = 0;
3688 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3691 DeviceType, debug_d3ddevicetype(DeviceType),
3692 AdapterFormat, debug_d3dformat(AdapterFormat),
3693 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3694 RType, debug_d3dresourcetype(RType),
3695 CheckFormat, debug_d3dformat(CheckFormat));
3697 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3698 return WINED3DERR_INVALIDCALL;
3703 case WINED3DRTYPE_CUBETEXTURE:
3704 /* Cubetexture allows:
3705 * - WINED3DUSAGE_AUTOGENMIPMAP
3706 * - WINED3DUSAGE_DEPTHSTENCIL
3707 * - WINED3DUSAGE_DYNAMIC
3708 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3709 * - WINED3DUSAGE_RENDERTARGET
3710 * - WINED3DUSAGE_SOFTWAREPROCESSING
3711 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3713 if (SurfaceType != SURFACE_OPENGL)
3715 TRACE_(d3d_caps)("[FAILED]\n");
3716 return WINED3DERR_NOTAVAILABLE;
3719 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3721 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3722 return WINED3DERR_NOTAVAILABLE;
3725 if (!CheckTextureCapability(adapter, format_desc))
3727 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3728 return WINED3DERR_NOTAVAILABLE;
3731 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3733 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3734 /* When autogenmipmap isn't around continue and return
3735 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3736 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3738 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3741 /* Always report dynamic locking. */
3742 if (Usage & WINED3DUSAGE_DYNAMIC)
3743 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3745 if (Usage & WINED3DUSAGE_RENDERTARGET)
3747 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3749 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3750 return WINED3DERR_NOTAVAILABLE;
3752 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3755 /* Always report software processing. */
3756 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3757 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3759 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3761 if (!CheckFilterCapability(adapter, format_desc))
3763 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3764 return WINED3DERR_NOTAVAILABLE;
3766 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3769 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3771 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3773 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3774 return WINED3DERR_NOTAVAILABLE;
3776 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3779 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3781 if (!CheckSrgbReadCapability(adapter, format_desc))
3783 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3784 return WINED3DERR_NOTAVAILABLE;
3786 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3789 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3791 if (!CheckSrgbWriteCapability(adapter, format_desc))
3793 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3794 return WINED3DERR_NOTAVAILABLE;
3796 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3799 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3801 if (!CheckVertexTextureCapability(adapter, format_desc))
3803 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3804 return WINED3DERR_NOTAVAILABLE;
3806 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3809 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3811 if (!CheckWrapAndMipCapability(adapter, format_desc))
3813 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3816 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3820 case WINED3DRTYPE_SURFACE:
3822 * - WINED3DUSAGE_DEPTHSTENCIL
3823 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3824 * - WINED3DUSAGE_RENDERTARGET
3826 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3828 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3829 return WINED3DERR_NOTAVAILABLE;
3832 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3834 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3836 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3837 return WINED3DERR_NOTAVAILABLE;
3839 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3842 if (Usage & WINED3DUSAGE_RENDERTARGET)
3844 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3846 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3847 return WINED3DERR_NOTAVAILABLE;
3849 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3852 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3854 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3856 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3857 return WINED3DERR_NOTAVAILABLE;
3859 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3863 case WINED3DRTYPE_TEXTURE:
3865 * - WINED3DUSAGE_AUTOGENMIPMAP
3866 * - WINED3DUSAGE_DEPTHSTENCIL
3867 * - WINED3DUSAGE_DMAP
3868 * - WINED3DUSAGE_DYNAMIC
3869 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3870 * - WINED3DUSAGE_RENDERTARGET
3871 * - WINED3DUSAGE_SOFTWAREPROCESSING
3872 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3873 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3875 if (SurfaceType != SURFACE_OPENGL)
3877 TRACE_(d3d_caps)("[FAILED]\n");
3878 return WINED3DERR_NOTAVAILABLE;
3881 if (!CheckTextureCapability(adapter, format_desc))
3883 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3884 return WINED3DERR_NOTAVAILABLE;
3887 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3889 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3890 /* When autogenmipmap isn't around continue and return
3891 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3892 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3894 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3897 /* Always report dynamic locking. */
3898 if (Usage & WINED3DUSAGE_DYNAMIC)
3899 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3901 if (Usage & WINED3DUSAGE_RENDERTARGET)
3903 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3905 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3906 return WINED3DERR_NOTAVAILABLE;
3908 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3911 /* Always report software processing. */
3912 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3913 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3915 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3917 if (!CheckFilterCapability(adapter, format_desc))
3919 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3920 return WINED3DERR_NOTAVAILABLE;
3922 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3925 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3927 if (!CheckBumpMapCapability(adapter, format_desc))
3929 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3930 return WINED3DERR_NOTAVAILABLE;
3932 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3935 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3937 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3939 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3940 return WINED3DERR_NOTAVAILABLE;
3942 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3945 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3947 if (!CheckSrgbReadCapability(adapter, format_desc))
3949 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3950 return WINED3DERR_NOTAVAILABLE;
3952 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3955 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3957 if (!CheckSrgbWriteCapability(adapter, format_desc))
3959 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3960 return WINED3DERR_NOTAVAILABLE;
3962 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3965 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3967 if (!CheckVertexTextureCapability(adapter, format_desc))
3969 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3970 return WINED3DERR_NOTAVAILABLE;
3972 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3975 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3977 if (!CheckWrapAndMipCapability(adapter, format_desc))
3979 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3980 return WINED3DERR_NOTAVAILABLE;
3982 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3985 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3987 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3989 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3992 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3994 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3995 return WINED3DERR_NOTAVAILABLE;
3997 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4001 case WINED3DRTYPE_VOLUMETEXTURE:
4002 case WINED3DRTYPE_VOLUME:
4003 /* Volume is to VolumeTexture what Surface is to Texture, but its
4004 * usage caps are not documented. Most driver seem to offer
4005 * (nearly) the same on Volume and VolumeTexture, so do that too.
4007 * Volumetexture allows:
4008 * - D3DUSAGE_DYNAMIC
4009 * - D3DUSAGE_NONSECURE (d3d9ex)
4010 * - D3DUSAGE_SOFTWAREPROCESSING
4011 * - D3DUSAGE_QUERY_WRAPANDMIP
4013 if (SurfaceType != SURFACE_OPENGL)
4015 TRACE_(d3d_caps)("[FAILED]\n");
4016 return WINED3DERR_NOTAVAILABLE;
4019 if (!gl_info->supported[EXT_TEXTURE3D])
4021 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4022 return WINED3DERR_NOTAVAILABLE;
4025 if (!CheckTextureCapability(adapter, format_desc))
4027 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4028 return WINED3DERR_NOTAVAILABLE;
4031 /* Filter formats that need conversion; For one part, this
4032 * conversion is unimplemented, and volume textures are huge, so
4033 * it would be a big performance hit. Unless we hit an application
4034 * needing one of those formats, don't advertize them to avoid
4035 * leading applications into temptation. The windows drivers don't
4036 * support most of those formats on volumes anyway, except for
4037 * WINED3DFMT_R32_FLOAT. */
4038 switch (CheckFormat)
4040 case WINED3DFMT_P8_UINT:
4041 case WINED3DFMT_L4A4_UNORM:
4042 case WINED3DFMT_R32_FLOAT:
4043 case WINED3DFMT_R16_FLOAT:
4044 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4045 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4046 case WINED3DFMT_R16G16_UNORM:
4047 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4048 return WINED3DERR_NOTAVAILABLE;
4050 case WINED3DFMT_R8G8B8A8_SNORM:
4051 case WINED3DFMT_R16G16_SNORM:
4052 if (!gl_info->supported[NV_TEXTURE_SHADER])
4054 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4055 return WINED3DERR_NOTAVAILABLE;
4059 case WINED3DFMT_R8G8_SNORM:
4060 if (!gl_info->supported[NV_TEXTURE_SHADER])
4062 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4063 return WINED3DERR_NOTAVAILABLE;
4067 case WINED3DFMT_DXT1:
4068 case WINED3DFMT_DXT2:
4069 case WINED3DFMT_DXT3:
4070 case WINED3DFMT_DXT4:
4071 case WINED3DFMT_DXT5:
4072 /* The GL_EXT_texture_compression_s3tc spec requires that
4073 * loading an s3tc compressed texture results in an error.
4074 * While the D3D refrast does support s3tc volumes, at
4075 * least the nvidia windows driver does not, so we're free
4076 * not to support this format. */
4077 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4078 return WINED3DERR_NOTAVAILABLE;
4081 /* Do nothing, continue with checking the format below */
4085 /* Always report dynamic locking. */
4086 if (Usage & WINED3DUSAGE_DYNAMIC)
4087 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4089 /* Always report software processing. */
4090 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4091 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4093 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4095 if (!CheckFilterCapability(adapter, format_desc))
4097 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4098 return WINED3DERR_NOTAVAILABLE;
4100 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4103 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4105 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4107 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4108 return WINED3DERR_NOTAVAILABLE;
4110 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4113 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4115 if (!CheckSrgbReadCapability(adapter, format_desc))
4117 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4118 return WINED3DERR_NOTAVAILABLE;
4120 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4123 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4125 if (!CheckSrgbWriteCapability(adapter, format_desc))
4127 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4128 return WINED3DERR_NOTAVAILABLE;
4130 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4133 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4135 if (!CheckVertexTextureCapability(adapter, format_desc))
4137 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4138 return WINED3DERR_NOTAVAILABLE;
4140 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4143 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4145 if (!CheckWrapAndMipCapability(adapter, format_desc))
4147 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4148 return WINED3DERR_NOTAVAILABLE;
4150 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4155 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4156 return WINED3DERR_NOTAVAILABLE;
4159 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4160 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4161 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4162 if (UsageCaps == Usage)
4164 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4165 return WINED3DOK_NOAUTOGEN;
4167 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4168 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4170 return WINED3DERR_NOTAVAILABLE;
4173 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4174 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4176 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4177 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4178 debug_d3dformat(dst_format));
4183 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4184 subset of a D3DCAPS9 structure. However, it has to come via a void *
4185 as the d3d8 interface cannot import the d3d9 header */
4186 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4188 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4189 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4190 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4191 int vs_selected_mode;
4192 int ps_selected_mode;
4193 struct shader_caps shader_caps;
4194 struct fragment_caps fragment_caps;
4195 DWORD ckey_caps, blit_caps, fx_caps;
4197 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4199 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4200 return WINED3DERR_INVALIDCALL;
4203 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4205 /* ------------------------------------------------
4206 The following fields apply to both d3d8 and d3d9
4207 ------------------------------------------------ */
4208 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4209 pCaps->AdapterOrdinal = Adapter;
4212 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4213 WINED3DCAPS2_FULLSCREENGAMMA |
4214 WINED3DCAPS2_DYNAMICTEXTURES;
4215 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4217 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4220 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4221 WINED3DCAPS3_COPY_TO_VIDMEM |
4222 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4224 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4225 WINED3DPRESENT_INTERVAL_ONE;
4227 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4228 WINED3DCURSORCAPS_LOWRES;
4230 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4231 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4232 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4233 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4234 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4235 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4236 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4237 WINED3DDEVCAPS_PUREDEVICE |
4238 WINED3DDEVCAPS_HWRASTERIZATION |
4239 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4240 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4241 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4242 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4243 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4244 WINED3DDEVCAPS_RTPATCHES;
4246 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4247 WINED3DPMISCCAPS_CULLCCW |
4248 WINED3DPMISCCAPS_CULLCW |
4249 WINED3DPMISCCAPS_COLORWRITEENABLE |
4250 WINED3DPMISCCAPS_CLIPTLVERTS |
4251 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4252 WINED3DPMISCCAPS_MASKZ |
4253 WINED3DPMISCCAPS_BLENDOP |
4254 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4256 WINED3DPMISCCAPS_NULLREFERENCE
4257 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4258 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4259 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4261 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4262 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4263 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4264 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4266 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4267 WINED3DPRASTERCAPS_PAT |
4268 WINED3DPRASTERCAPS_WFOG |
4269 WINED3DPRASTERCAPS_ZFOG |
4270 WINED3DPRASTERCAPS_FOGVERTEX |
4271 WINED3DPRASTERCAPS_FOGTABLE |
4272 WINED3DPRASTERCAPS_STIPPLE |
4273 WINED3DPRASTERCAPS_SUBPIXEL |
4274 WINED3DPRASTERCAPS_ZTEST |
4275 WINED3DPRASTERCAPS_SCISSORTEST |
4276 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4277 WINED3DPRASTERCAPS_DEPTHBIAS;
4279 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4281 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4282 WINED3DPRASTERCAPS_ZBIAS |
4283 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4285 if (gl_info->supported[NV_FOG_DISTANCE])
4287 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4290 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4291 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4292 WINED3DPRASTERCAPS_ANTIALIASEDGES
4293 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4294 WINED3DPRASTERCAPS_WBUFFER */
4296 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4297 WINED3DPCMPCAPS_EQUAL |
4298 WINED3DPCMPCAPS_GREATER |
4299 WINED3DPCMPCAPS_GREATEREQUAL |
4300 WINED3DPCMPCAPS_LESS |
4301 WINED3DPCMPCAPS_LESSEQUAL |
4302 WINED3DPCMPCAPS_NEVER |
4303 WINED3DPCMPCAPS_NOTEQUAL;
4305 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4306 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4307 WINED3DPBLENDCAPS_DESTALPHA |
4308 WINED3DPBLENDCAPS_DESTCOLOR |
4309 WINED3DPBLENDCAPS_INVDESTALPHA |
4310 WINED3DPBLENDCAPS_INVDESTCOLOR |
4311 WINED3DPBLENDCAPS_INVSRCALPHA |
4312 WINED3DPBLENDCAPS_INVSRCCOLOR |
4313 WINED3DPBLENDCAPS_ONE |
4314 WINED3DPBLENDCAPS_SRCALPHA |
4315 WINED3DPBLENDCAPS_SRCALPHASAT |
4316 WINED3DPBLENDCAPS_SRCCOLOR |
4317 WINED3DPBLENDCAPS_ZERO;
4319 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4320 WINED3DPBLENDCAPS_DESTCOLOR |
4321 WINED3DPBLENDCAPS_INVDESTALPHA |
4322 WINED3DPBLENDCAPS_INVDESTCOLOR |
4323 WINED3DPBLENDCAPS_INVSRCALPHA |
4324 WINED3DPBLENDCAPS_INVSRCCOLOR |
4325 WINED3DPBLENDCAPS_ONE |
4326 WINED3DPBLENDCAPS_SRCALPHA |
4327 WINED3DPBLENDCAPS_SRCCOLOR |
4328 WINED3DPBLENDCAPS_ZERO;
4329 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4330 * according to the glBlendFunc manpage
4332 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4333 * legacy settings for srcblend only
4336 if (gl_info->supported[EXT_BLEND_COLOR])
4338 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4339 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4343 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4344 WINED3DPCMPCAPS_EQUAL |
4345 WINED3DPCMPCAPS_GREATER |
4346 WINED3DPCMPCAPS_GREATEREQUAL |
4347 WINED3DPCMPCAPS_LESS |
4348 WINED3DPCMPCAPS_LESSEQUAL |
4349 WINED3DPCMPCAPS_NEVER |
4350 WINED3DPCMPCAPS_NOTEQUAL;
4352 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4353 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4354 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4355 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4356 WINED3DPSHADECAPS_COLORFLATRGB |
4357 WINED3DPSHADECAPS_FOGFLAT |
4358 WINED3DPSHADECAPS_FOGGOURAUD |
4359 WINED3DPSHADECAPS_SPECULARFLATRGB;
4361 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4362 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4363 WINED3DPTEXTURECAPS_TRANSPARENCY |
4364 WINED3DPTEXTURECAPS_BORDER |
4365 WINED3DPTEXTURECAPS_MIPMAP |
4366 WINED3DPTEXTURECAPS_PROJECTED |
4367 WINED3DPTEXTURECAPS_PERSPECTIVE;
4369 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4371 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4372 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4375 if (gl_info->supported[EXT_TEXTURE3D])
4377 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4378 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4379 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4382 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4384 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4385 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4386 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4390 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4391 WINED3DPTFILTERCAPS_MAGFPOINT |
4392 WINED3DPTFILTERCAPS_MINFLINEAR |
4393 WINED3DPTFILTERCAPS_MINFPOINT |
4394 WINED3DPTFILTERCAPS_MIPFLINEAR |
4395 WINED3DPTFILTERCAPS_MIPFPOINT |
4396 WINED3DPTFILTERCAPS_LINEAR |
4397 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4398 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4399 WINED3DPTFILTERCAPS_MIPLINEAR |
4400 WINED3DPTFILTERCAPS_MIPNEAREST |
4401 WINED3DPTFILTERCAPS_NEAREST;
4403 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4405 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4406 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4409 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4411 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4412 WINED3DPTFILTERCAPS_MAGFPOINT |
4413 WINED3DPTFILTERCAPS_MINFLINEAR |
4414 WINED3DPTFILTERCAPS_MINFPOINT |
4415 WINED3DPTFILTERCAPS_MIPFLINEAR |
4416 WINED3DPTFILTERCAPS_MIPFPOINT |
4417 WINED3DPTFILTERCAPS_LINEAR |
4418 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4419 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4420 WINED3DPTFILTERCAPS_MIPLINEAR |
4421 WINED3DPTFILTERCAPS_MIPNEAREST |
4422 WINED3DPTFILTERCAPS_NEAREST;
4424 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4426 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4427 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4430 pCaps->CubeTextureFilterCaps = 0;
4432 if (gl_info->supported[EXT_TEXTURE3D])
4434 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4435 WINED3DPTFILTERCAPS_MAGFPOINT |
4436 WINED3DPTFILTERCAPS_MINFLINEAR |
4437 WINED3DPTFILTERCAPS_MINFPOINT |
4438 WINED3DPTFILTERCAPS_MIPFLINEAR |
4439 WINED3DPTFILTERCAPS_MIPFPOINT |
4440 WINED3DPTFILTERCAPS_LINEAR |
4441 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4442 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4443 WINED3DPTFILTERCAPS_MIPLINEAR |
4444 WINED3DPTFILTERCAPS_MIPNEAREST |
4445 WINED3DPTFILTERCAPS_NEAREST;
4447 pCaps->VolumeTextureFilterCaps = 0;
4449 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4450 WINED3DPTADDRESSCAPS_CLAMP |
4451 WINED3DPTADDRESSCAPS_WRAP;
4453 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4455 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4457 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4459 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4461 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4463 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4466 if (gl_info->supported[EXT_TEXTURE3D])
4468 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4469 WINED3DPTADDRESSCAPS_CLAMP |
4470 WINED3DPTADDRESSCAPS_WRAP;
4471 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4473 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4475 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4477 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4479 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4481 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4484 pCaps->VolumeTextureAddressCaps = 0;
4486 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4487 WINED3DLINECAPS_ZTEST |
4488 WINED3DLINECAPS_BLEND |
4489 WINED3DLINECAPS_ALPHACMP |
4490 WINED3DLINECAPS_FOG;
4491 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4492 * idea how generating the smoothing alpha values works; the result is different
4495 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4496 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4498 if (gl_info->supported[EXT_TEXTURE3D])
4499 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4501 pCaps->MaxVolumeExtent = 0;
4503 pCaps->MaxTextureRepeat = 32768;
4504 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4505 pCaps->MaxVertexW = 1.0f;
4507 pCaps->GuardBandLeft = 0.0f;
4508 pCaps->GuardBandTop = 0.0f;
4509 pCaps->GuardBandRight = 0.0f;
4510 pCaps->GuardBandBottom = 0.0f;
4512 pCaps->ExtentsAdjust = 0.0f;
4514 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4515 WINED3DSTENCILCAPS_INCRSAT |
4516 WINED3DSTENCILCAPS_INVERT |
4517 WINED3DSTENCILCAPS_KEEP |
4518 WINED3DSTENCILCAPS_REPLACE |
4519 WINED3DSTENCILCAPS_ZERO;
4520 if (gl_info->supported[EXT_STENCIL_WRAP])
4522 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4523 WINED3DSTENCILCAPS_INCR;
4525 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4527 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4530 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4532 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4533 pCaps->MaxActiveLights = gl_info->limits.lights;
4535 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4536 pCaps->MaxVertexBlendMatrixIndex = 0;
4538 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4539 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4542 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4543 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4544 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4545 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4546 WINED3DVTXPCAPS_LOCALVIEWER |
4547 WINED3DVTXPCAPS_VERTEXFOG |
4548 WINED3DVTXPCAPS_TEXGEN;
4550 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4551 pCaps->MaxVertexIndex = 0xFFFFF;
4552 pCaps->MaxStreams = MAX_STREAMS;
4553 pCaps->MaxStreamStride = 1024;
4555 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4556 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4557 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4558 pCaps->MaxNpatchTessellationLevel = 0;
4559 pCaps->MasterAdapterOrdinal = 0;
4560 pCaps->AdapterOrdinalInGroup = 0;
4561 pCaps->NumberOfAdaptersInGroup = 1;
4563 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4565 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4566 WINED3DPTFILTERCAPS_MAGFPOINT |
4567 WINED3DPTFILTERCAPS_MINFLINEAR |
4568 WINED3DPTFILTERCAPS_MAGFLINEAR;
4569 pCaps->VertexTextureFilterCaps = 0;
4571 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4572 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4574 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4575 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4577 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4578 * Ignore shader model capabilities if disabled in config
4580 if(vs_selected_mode == SHADER_NONE) {
4581 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4582 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4583 pCaps->MaxVertexShaderConst = 0;
4585 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4586 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4589 if(ps_selected_mode == SHADER_NONE) {
4590 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4591 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4592 pCaps->PixelShader1xMaxValue = 0.0f;
4594 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4595 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4598 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4599 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4600 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4602 /* The following caps are shader specific, but they are things we cannot detect, or which
4603 * are the same among all shader models. So to avoid code duplication set the shader version
4604 * specific, but otherwise constant caps here
4606 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4607 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4608 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4609 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4610 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4611 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4612 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4614 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4615 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4617 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4619 pCaps->VS20Caps.Caps = 0;
4620 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4621 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4622 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4624 pCaps->MaxVShaderInstructionsExecuted = 65535;
4625 pCaps->MaxVertexShader30InstructionSlots = 0;
4626 } else { /* VS 1.x */
4627 pCaps->VS20Caps.Caps = 0;
4628 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4629 pCaps->VS20Caps.NumTemps = 0;
4630 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4632 pCaps->MaxVShaderInstructionsExecuted = 0;
4633 pCaps->MaxVertexShader30InstructionSlots = 0;
4636 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4637 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4638 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4640 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4641 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4642 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4643 WINED3DPS20CAPS_PREDICATION |
4644 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4645 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4646 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4647 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4648 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4649 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4651 pCaps->MaxPShaderInstructionsExecuted = 65535;
4652 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4653 adapter->gl_info.limits.arb_ps_instructions);
4655 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4657 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4658 pCaps->PS20Caps.Caps = 0;
4659 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4660 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4661 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4662 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4664 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4665 pCaps->MaxPixelShader30InstructionSlots = 0;
4666 } else { /* PS 1.x */
4667 pCaps->PS20Caps.Caps = 0;
4668 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4669 pCaps->PS20Caps.NumTemps = 0;
4670 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4671 pCaps->PS20Caps.NumInstructionSlots = 0;
4673 pCaps->MaxPShaderInstructionsExecuted = 0;
4674 pCaps->MaxPixelShader30InstructionSlots = 0;
4677 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4678 /* OpenGL supports all the formats below, perhaps not always
4679 * without conversion, but it supports them.
4680 * Further GLSL doesn't seem to have an official unsigned type so
4681 * don't advertise it yet as I'm not sure how we handle it.
4682 * We might need to add some clamping in the shader engine to
4684 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4685 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4686 WINED3DDTCAPS_UBYTE4N |
4687 WINED3DDTCAPS_SHORT2N |
4688 WINED3DDTCAPS_SHORT4N;
4689 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4691 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4692 WINED3DDTCAPS_FLOAT16_4;
4695 pCaps->DeclTypes = 0;
4697 /* Set DirectDraw helper Caps */
4698 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4699 WINEDDCKEYCAPS_SRCBLT;
4700 fx_caps = WINEDDFXCAPS_BLTALPHA |
4701 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4702 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4703 WINEDDFXCAPS_BLTROTATION90 |
4704 WINEDDFXCAPS_BLTSHRINKX |
4705 WINEDDFXCAPS_BLTSHRINKXN |
4706 WINEDDFXCAPS_BLTSHRINKY |
4707 WINEDDFXCAPS_BLTSHRINKXN |
4708 WINEDDFXCAPS_BLTSTRETCHX |
4709 WINEDDFXCAPS_BLTSTRETCHXN |
4710 WINEDDFXCAPS_BLTSTRETCHY |
4711 WINEDDFXCAPS_BLTSTRETCHYN;
4712 blit_caps = WINEDDCAPS_BLT |
4713 WINEDDCAPS_BLTCOLORFILL |
4714 WINEDDCAPS_BLTDEPTHFILL |
4715 WINEDDCAPS_BLTSTRETCH |
4716 WINEDDCAPS_CANBLTSYSMEM |
4717 WINEDDCAPS_CANCLIP |
4718 WINEDDCAPS_CANCLIPSTRETCHED |
4719 WINEDDCAPS_COLORKEY |
4720 WINEDDCAPS_COLORKEYHWASSIST |
4721 WINEDDCAPS_ALIGNBOUNDARYSRC;
4723 /* Fill the ddraw caps structure */
4724 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4725 WINEDDCAPS_PALETTE |
4727 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4728 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4729 WINEDDCAPS2_PRIMARYGAMMA |
4730 WINEDDCAPS2_WIDESURFACES |
4731 WINEDDCAPS2_CANRENDERWINDOWED;
4732 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4733 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4734 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4735 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4736 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4737 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4738 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4739 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4740 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4742 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4743 WINEDDSCAPS_BACKBUFFER |
4745 WINEDDSCAPS_FRONTBUFFER |
4746 WINEDDSCAPS_OFFSCREENPLAIN |
4747 WINEDDSCAPS_PALETTE |
4748 WINEDDSCAPS_PRIMARYSURFACE |
4749 WINEDDSCAPS_SYSTEMMEMORY |
4750 WINEDDSCAPS_VIDEOMEMORY |
4751 WINEDDSCAPS_VISIBLE;
4752 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4754 /* Set D3D caps if OpenGL is available. */
4755 if (adapter->opengl)
4757 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4758 WINEDDSCAPS_MIPMAP |
4759 WINEDDSCAPS_TEXTURE |
4760 WINEDDSCAPS_ZBUFFER;
4761 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4767 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4768 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4769 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4771 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4772 IWineD3DDeviceImpl *object;
4775 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4776 "parent %p, device_parent %p, device %p.\n",
4777 iface, adapter_idx, device_type, focus_window, flags,
4778 parent, device_parent, device);
4780 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4781 * number and create a device without a 3D adapter for 2D only operation. */
4782 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4784 return WINED3DERR_INVALIDCALL;
4787 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4790 ERR("Failed to allocate device memory.\n");
4791 return E_OUTOFMEMORY;
4794 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4797 WARN("Failed to initialize device, hr %#x.\n", hr);
4798 HeapFree(GetProcessHeap(), 0, object);
4802 TRACE("Created device %p.\n", object);
4803 *device = (IWineD3DDevice *)object;
4805 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4810 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4811 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4812 IUnknown_AddRef(This->parent);
4813 *pParent = This->parent;
4817 static void WINE_GLAPI invalid_func(const void *data)
4819 ERR("Invalid vertex attribute function called\n");
4823 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4825 ERR("Invalid texcoord function called\n");
4829 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4830 * the extension detection and are used in drawStridedSlow
4832 static void WINE_GLAPI position_d3dcolor(const void *data)
4834 DWORD pos = *((const DWORD *)data);
4836 FIXME("Add a test for fixed function position from d3dcolor type\n");
4837 glVertex4s(D3DCOLOR_B_R(pos),
4843 static void WINE_GLAPI position_float4(const void *data)
4845 const GLfloat *pos = data;
4847 if (pos[3] != 0.0f && pos[3] != 1.0f)
4849 float w = 1.0f / pos[3];
4851 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4859 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4861 DWORD diffuseColor = *((const DWORD *)data);
4863 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4864 D3DCOLOR_B_G(diffuseColor),
4865 D3DCOLOR_B_B(diffuseColor),
4866 D3DCOLOR_B_A(diffuseColor));
4869 static void WINE_GLAPI specular_d3dcolor(const void *data)
4871 DWORD specularColor = *((const DWORD *)data);
4872 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4873 D3DCOLOR_B_G(specularColor),
4874 D3DCOLOR_B_B(specularColor)};
4876 specular_func_3ubv(d);
4879 static void WINE_GLAPI warn_no_specular_func(const void *data)
4881 WARN("GL_EXT_secondary_color not supported\n");
4884 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4886 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4887 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4888 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4889 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4890 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4891 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4892 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4893 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4894 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4895 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4896 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4897 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4898 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4899 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4900 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4901 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4902 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4904 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4905 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4906 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4907 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4908 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4909 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4910 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4911 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4912 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4913 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4914 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4915 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4916 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4917 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4918 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4919 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4920 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4922 /* No 4 component entry points here */
4923 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4924 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4925 if (gl_info->supported[EXT_SECONDARY_COLOR])
4927 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4931 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4933 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4934 if (gl_info->supported[EXT_SECONDARY_COLOR])
4936 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4937 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4941 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4943 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4944 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4945 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4946 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4947 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4948 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4949 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4950 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4951 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4952 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4953 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4954 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4956 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4957 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4959 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4960 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4961 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4962 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4963 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4964 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4965 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4966 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4967 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4968 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4969 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4970 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4971 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4972 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4973 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4974 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4975 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4977 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4978 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4979 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4980 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4981 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4982 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4983 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4984 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4985 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4986 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4987 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4988 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4989 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4990 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4991 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4992 if (gl_info->supported[NV_HALF_FLOAT])
4994 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4995 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4996 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4998 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4999 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5003 static BOOL InitAdapters(IWineD3DImpl *This)
5005 static HMODULE mod_gl;
5007 int ps_selected_mode, vs_selected_mode;
5009 /* No need to hold any lock. The calling library makes sure only one thread calls
5010 * wined3d simultaneously
5013 TRACE("Initializing adapters\n");
5016 #ifdef USE_WIN32_OPENGL
5017 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5018 mod_gl = LoadLibraryA("opengl32.dll");
5020 ERR("Can't load opengl32.dll!\n");
5024 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5025 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5026 mod_gl = GetModuleHandleA("gdi32.dll");
5030 /* Load WGL core functions from opengl32.dll */
5031 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5035 if(!pwglGetProcAddress) {
5036 ERR("Unable to load wglGetProcAddress!\n");
5040 /* Dynamically load all GL core functions */
5044 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5045 * otherwise because we have to use winex11.drv's override
5047 #ifdef USE_WIN32_OPENGL
5048 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5049 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5051 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5052 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5055 glEnableWINE = glEnable;
5056 glDisableWINE = glDisable;
5058 /* For now only one default adapter */
5060 struct wined3d_adapter *adapter = &This->adapters[0];
5061 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5062 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5066 WineD3D_PixelFormat *cfgs;
5067 DISPLAY_DEVICEW DisplayDevice;
5070 TRACE("Initializing default adapter\n");
5071 adapter->ordinal = 0;
5072 adapter->monitorPoint.x = -1;
5073 adapter->monitorPoint.y = -1;
5075 if (!AllocateLocallyUniqueId(&adapter->luid))
5077 DWORD err = GetLastError();
5078 ERR("Failed to set adapter LUID (%#x).\n", err);
5081 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5082 adapter->luid.HighPart, adapter->luid.LowPart);
5084 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5086 ERR("Failed to get a gl context for default adapter\n");
5090 ret = IWineD3DImpl_FillGLCaps(adapter);
5092 ERR("Failed to initialize gl caps for default adapter\n");
5093 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5096 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5098 ERR("Failed to init gl formats\n");
5099 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5103 hdc = fake_gl_ctx.dc;
5105 /* Use the VideoRamSize registry setting when set */
5106 if(wined3d_settings.emulated_textureram)
5107 adapter->TextureRam = wined3d_settings.emulated_textureram;
5109 adapter->TextureRam = adapter->gl_info.vidmem;
5110 adapter->UsedTextureRam = 0;
5111 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5113 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5114 DisplayDevice.cb = sizeof(DisplayDevice);
5115 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5116 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5117 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5119 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5126 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5127 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5129 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5130 cfgs = adapter->cfgs;
5131 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5132 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5133 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5134 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5135 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5136 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5137 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5138 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5139 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5140 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5141 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5143 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5145 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5150 /* Cache the pixel format */
5151 cfgs->iPixelFormat = iPixelFormat;
5152 cfgs->redSize = values[0];
5153 cfgs->greenSize = values[1];
5154 cfgs->blueSize = values[2];
5155 cfgs->alphaSize = values[3];
5156 cfgs->colorSize = values[4];
5157 cfgs->depthSize = values[5];
5158 cfgs->stencilSize = values[6];
5159 cfgs->windowDrawable = values[7];
5160 cfgs->iPixelType = values[8];
5161 cfgs->doubleBuffer = values[9];
5162 cfgs->auxBuffers = values[10];
5164 cfgs->numSamples = 0;
5165 /* Check multisample support */
5166 if (gl_info->supported[ARB_MULTISAMPLE])
5168 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5170 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5171 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5172 * value[1] = number of multi sample buffers*/
5174 cfgs->numSamples = value[1];
5178 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5179 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5180 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5181 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5182 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5188 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5189 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5190 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5192 cfgs = adapter->cfgs;
5193 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5195 PIXELFORMATDESCRIPTOR ppfd;
5197 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5201 /* We only want HW acceleration using an OpenGL ICD driver.
5202 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5203 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5205 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5207 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5211 cfgs->iPixelFormat = iPixelFormat;
5212 cfgs->redSize = ppfd.cRedBits;
5213 cfgs->greenSize = ppfd.cGreenBits;
5214 cfgs->blueSize = ppfd.cBlueBits;
5215 cfgs->alphaSize = ppfd.cAlphaBits;
5216 cfgs->colorSize = ppfd.cColorBits;
5217 cfgs->depthSize = ppfd.cDepthBits;
5218 cfgs->stencilSize = ppfd.cStencilBits;
5219 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5220 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5221 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5222 cfgs->auxBuffers = ppfd.cAuxBuffers;
5223 cfgs->numSamples = 0;
5225 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5226 "depth=%d, stencil=%d, windowDrawable=%d\n",
5227 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5228 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5229 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5234 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5237 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5239 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5240 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5245 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5246 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5247 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5248 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5249 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5250 * driver is allowed to consume more bits EXCEPT for stencil bits.
5252 * Mark an adapter with this broken stencil behavior.
5254 adapter->brokenStencil = TRUE;
5255 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5257 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5258 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5259 adapter->brokenStencil = FALSE;
5264 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5266 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5267 fillGLAttribFuncs(&adapter->gl_info);
5268 adapter->opengl = TRUE;
5270 This->adapter_count = 1;
5271 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5276 /* Initialize an adapter for ddraw-only memory counting */
5277 memset(This->adapters, 0, sizeof(This->adapters));
5278 This->adapters[0].ordinal = 0;
5279 This->adapters[0].opengl = FALSE;
5280 This->adapters[0].monitorPoint.x = -1;
5281 This->adapters[0].monitorPoint.y = -1;
5283 This->adapters[0].driver_info.name = "Display";
5284 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5285 if(wined3d_settings.emulated_textureram) {
5286 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5288 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5291 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5293 This->adapter_count = 1;
5297 /**********************************************************
5298 * IWineD3D VTbl follows
5299 **********************************************************/
5301 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5304 IWineD3DImpl_QueryInterface,
5305 IWineD3DImpl_AddRef,
5306 IWineD3DImpl_Release,
5308 IWineD3DImpl_GetParent,
5309 IWineD3DImpl_GetAdapterCount,
5310 IWineD3DImpl_RegisterSoftwareDevice,
5311 IWineD3DImpl_GetAdapterMonitor,
5312 IWineD3DImpl_GetAdapterModeCount,
5313 IWineD3DImpl_EnumAdapterModes,
5314 IWineD3DImpl_GetAdapterDisplayMode,
5315 IWineD3DImpl_GetAdapterIdentifier,
5316 IWineD3DImpl_CheckDeviceMultiSampleType,
5317 IWineD3DImpl_CheckDepthStencilMatch,
5318 IWineD3DImpl_CheckDeviceType,
5319 IWineD3DImpl_CheckDeviceFormat,
5320 IWineD3DImpl_CheckDeviceFormatConversion,
5321 IWineD3DImpl_GetDeviceCaps,
5322 IWineD3DImpl_CreateDevice
5325 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5327 const struct wined3d_parent_ops wined3d_null_parent_ops =
5329 wined3d_null_wined3d_object_destroyed,
5332 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5334 wined3d->lpVtbl = &IWineD3D_Vtbl;
5335 wined3d->dxVersion = version;
5337 wined3d->parent = parent;
5339 if (!InitAdapters(wined3d))
5341 WARN("Failed to initialize adapters.\n");
5344 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);