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 2009-2010 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_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(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 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1107 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1108 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1109 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1111 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1115 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1116 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1117 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1118 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1121 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1122 enum wined3d_driver_model driver_model)
1126 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1127 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1129 const struct driver_version_information *entry = &driver_version_table[i];
1131 if (entry->driver == driver && entry->driver_model == driver_model)
1133 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1134 entry->driver_name, entry->version, entry->subversion, entry->build);
1142 static void init_driver_info(struct wined3d_driver_info *driver_info,
1143 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1145 OSVERSIONINFOW os_version;
1146 WORD driver_os_version;
1148 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1149 enum wined3d_driver_model driver_model;
1150 const struct driver_version_information *version_info;
1152 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1154 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1155 vendor = wined3d_settings.pci_vendor_id;
1157 driver_info->vendor = vendor;
1159 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1161 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1162 device = wined3d_settings.pci_device_id;
1164 driver_info->device = device;
1166 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1167 * overrides the pci ids to a card which is not in our database. */
1168 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1170 memset(&os_version, 0, sizeof(os_version));
1171 os_version.dwOSVersionInfoSize = sizeof(os_version);
1172 if (!GetVersionExW(&os_version))
1174 ERR("Failed to get OS version, reporting 2000/XP.\n");
1175 driver_os_version = 6;
1176 driver_model = DRIVER_MODEL_NT5X;
1180 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1181 switch (os_version.dwMajorVersion)
1184 /* If needed we could distinguish between 9x and NT4, but this code won't make
1185 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1187 driver_os_version = 4;
1188 driver_model = DRIVER_MODEL_WIN9X;
1192 driver_os_version = 6;
1193 driver_model = DRIVER_MODEL_NT5X;
1197 if (os_version.dwMinorVersion == 0)
1199 driver_os_version = 7;
1200 driver_model = DRIVER_MODEL_NT6X;
1204 if (os_version.dwMinorVersion > 1)
1206 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1207 os_version.dwMajorVersion, os_version.dwMinorVersion);
1209 driver_os_version = 8;
1210 driver_model = DRIVER_MODEL_NT6X;
1215 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1216 os_version.dwMajorVersion, os_version.dwMinorVersion);
1217 driver_os_version = 6;
1218 driver_model = DRIVER_MODEL_NT5X;
1223 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1224 * This means that unless the ids are overriden, we will always find a GPU description. */
1225 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1227 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1229 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1231 driver_info->description = gpu_description_table[i].description;
1232 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1233 driver = gpu_description_table[i].driver;
1238 if (wined3d_settings.emulated_textureram)
1240 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1241 driver_info->vidmem = wined3d_settings.emulated_textureram;
1244 /* Try to obtain driver version information for the current Windows version. This fails in
1246 * - the gpu is not available on the currently selected OS version:
1247 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1248 * version information for the current Windows version is returned instead of faked info.
1249 * We do the same and assume the default Windows version to emulate is WinXP.
1251 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1252 * For now return the XP driver info. Perhaps later on we should return VESA.
1254 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1255 * This could be an indication that our database is not up to date, so this should be fixed.
1257 version_info = get_driver_version_info(driver, driver_model);
1260 driver_info->name = version_info->driver_name;
1261 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1262 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1266 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1269 driver_info->name = version_info->driver_name;
1270 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1271 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1275 driver_info->description = "Direct3D HAL";
1276 driver_info->name = "Display";
1277 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1278 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1280 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1281 vendor, device, driver_model);
1285 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1286 driver_info->version_high, driver_info->version_low);
1289 /* Context activation is done by the caller. */
1290 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1291 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1295 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1297 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1298 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1299 quirk_table[i].apply(gl_info);
1302 /* Find out if PBOs work as they are supposed to. */
1303 test_pbo_functionality(gl_info);
1306 static DWORD wined3d_parse_gl_version(const char *gl_version)
1308 const char *ptr = gl_version;
1312 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1314 while (isdigit(*ptr)) ++ptr;
1315 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1319 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1321 return MAKEDWORD_VERSION(major, minor);
1324 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1327 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1328 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1329 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1331 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1332 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1333 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1334 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1335 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1336 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1337 * DirectDraw, not OpenGL. */
1338 if (gl_info->supported[APPLE_FENCE]
1339 && gl_info->supported[APPLE_CLIENT_STORAGE]
1340 && gl_info->supported[APPLE_FLUSH_RENDER]
1341 && gl_info->supported[APPLE_YCBCR_422])
1342 return GL_VENDOR_APPLE;
1344 if (strstr(gl_vendor_string, "NVIDIA"))
1345 return GL_VENDOR_NVIDIA;
1347 if (strstr(gl_vendor_string, "ATI"))
1348 return GL_VENDOR_FGLRX;
1350 if (strstr(gl_vendor_string, "Intel(R)")
1351 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1352 || strstr(gl_renderer, "Intel")
1353 || strstr(gl_vendor_string, "Intel Inc."))
1354 return GL_VENDOR_INTEL;
1356 if (strstr(gl_vendor_string, "Mesa")
1357 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1358 || strstr(gl_vendor_string, "DRI R300 Project")
1359 || strstr(gl_vendor_string, "X.Org R300 Project")
1360 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1361 || strstr(gl_vendor_string, "VMware, Inc.")
1362 || strstr(gl_renderer, "Mesa")
1363 || strstr(gl_renderer, "Gallium"))
1364 return GL_VENDOR_MESA;
1366 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1367 debugstr_a(gl_vendor_string));
1369 return GL_VENDOR_UNKNOWN;
1372 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1374 if (strstr(gl_vendor_string, "NVIDIA"))
1375 return HW_VENDOR_NVIDIA;
1377 if (strstr(gl_vendor_string, "ATI")
1378 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1379 || strstr(gl_vendor_string, "X.Org R300 Project")
1380 || strstr(gl_renderer, "AMD")
1381 || strstr(gl_renderer, "R100")
1382 || strstr(gl_renderer, "R200")
1383 || strstr(gl_renderer, "R300")
1384 || strstr(gl_renderer, "R600")
1385 || strstr(gl_renderer, "R700"))
1386 return HW_VENDOR_ATI;
1388 if (strstr(gl_vendor_string, "Intel(R)")
1389 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1390 || strstr(gl_renderer, "Intel")
1391 || strstr(gl_vendor_string, "Intel Inc."))
1392 return HW_VENDOR_INTEL;
1394 if (strstr(gl_vendor_string, "Mesa")
1395 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1396 || strstr(gl_vendor_string, "VMware, Inc."))
1397 return HW_VENDOR_SOFTWARE;
1399 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1401 return HW_VENDOR_NVIDIA;
1406 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1407 const char *gl_renderer)
1411 if (WINE_D3D10_CAPABLE(gl_info))
1415 const char *renderer;
1416 enum wined3d_pci_device id;
1420 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1421 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1422 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1423 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1424 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1425 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1426 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1427 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1428 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1429 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1430 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1431 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1432 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1433 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1434 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1435 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1436 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1437 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1438 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1439 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1440 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1441 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1442 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1443 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1444 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1445 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1446 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1447 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1448 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1449 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1450 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1451 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1452 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1453 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1454 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1455 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1456 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1457 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1458 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1459 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1460 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1461 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1464 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1466 if (strstr(gl_renderer, cards[i].renderer))
1470 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1471 return CARD_NVIDIA_GEFORCE_8300GS;
1474 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1475 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1477 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1481 const char *renderer;
1482 enum wined3d_pci_device id;
1486 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1487 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1488 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1489 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1490 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1491 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1492 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1493 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1494 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1495 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1496 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1497 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1498 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1501 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1503 if (strstr(gl_renderer, cards[i].renderer))
1507 /* Geforce 6/7 - lowend */
1508 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1511 if (WINE_D3D9_CAPABLE(gl_info))
1513 /* GeforceFX - highend */
1514 if (strstr(gl_renderer, "5800")
1515 || strstr(gl_renderer, "5900")
1516 || strstr(gl_renderer, "5950")
1517 || strstr(gl_renderer, "Quadro FX"))
1519 return CARD_NVIDIA_GEFORCEFX_5800;
1522 /* GeforceFX - midend */
1523 if (strstr(gl_renderer, "5600")
1524 || strstr(gl_renderer, "5650")
1525 || strstr(gl_renderer, "5700")
1526 || strstr(gl_renderer, "5750"))
1528 return CARD_NVIDIA_GEFORCEFX_5600;
1531 /* GeforceFX - lowend */
1532 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1535 if (WINE_D3D8_CAPABLE(gl_info))
1537 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1539 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1542 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1545 if (WINE_D3D7_CAPABLE(gl_info))
1547 if (strstr(gl_renderer, "GeForce4 MX"))
1549 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1552 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1554 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1557 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1559 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1562 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1565 if (strstr(gl_renderer, "TNT2"))
1567 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1570 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1573 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1574 const char *gl_renderer)
1576 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1578 * Beware: renderer string do not match exact card model,
1579 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1580 if (WINE_D3D10_CAPABLE(gl_info))
1586 const char *renderer;
1587 enum wined3d_pci_device id;
1592 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1593 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1594 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1595 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1596 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1597 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1599 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1600 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1601 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1602 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1603 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1604 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1605 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1606 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1607 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1608 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1609 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1610 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1611 /* R600/R700 integrated */
1612 {"HD 3300", CARD_ATI_RADEON_HD3200},
1613 {"HD 3200", CARD_ATI_RADEON_HD3200},
1614 {"HD 3100", CARD_ATI_RADEON_HD3200},
1616 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1617 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1618 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1619 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1620 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1621 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1622 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1623 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1624 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1625 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1626 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1627 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1628 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1631 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1633 if (strstr(gl_renderer, cards[i].renderer))
1637 /* Default for when no GPU has been found */
1638 return CARD_ATI_RADEON_HD3200;
1641 if (WINE_D3D8_CAPABLE(gl_info))
1644 if (strstr(gl_renderer, "X1600")
1645 || strstr(gl_renderer, "X1650")
1646 || strstr(gl_renderer, "X1800")
1647 || strstr(gl_renderer, "X1900")
1648 || strstr(gl_renderer, "X1950"))
1650 return CARD_ATI_RADEON_X1600;
1653 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1654 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1655 if (strstr(gl_renderer, "X700")
1656 || strstr(gl_renderer, "X800")
1657 || strstr(gl_renderer, "X850")
1658 || strstr(gl_renderer, "X1300")
1659 || strstr(gl_renderer, "X1400")
1660 || strstr(gl_renderer, "X1450")
1661 || strstr(gl_renderer, "X1550")
1662 || strstr(gl_renderer, "X2300")
1663 || strstr(gl_renderer, "X2500")
1664 || strstr(gl_renderer, "HD 2300")
1667 return CARD_ATI_RADEON_X700;
1670 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1671 if (strstr(gl_renderer, "Radeon Xpress"))
1673 return CARD_ATI_RADEON_XPRESS_200M;
1677 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1680 if (WINE_D3D8_CAPABLE(gl_info))
1682 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1685 if (WINE_D3D7_CAPABLE(gl_info))
1687 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1690 return CARD_ATI_RAGE_128PRO;
1693 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1694 const char *gl_renderer)
1696 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1697 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1699 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1700 return CARD_INTEL_X3100;
1703 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1705 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1706 return CARD_INTEL_I945GM;
1709 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1710 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1711 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1712 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1713 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1714 return CARD_INTEL_I915G;
1718 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1719 const char *gl_renderer)
1723 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1725 * Beware: renderer string do not match exact card model,
1726 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1727 if (strstr(gl_renderer, "Gallium"))
1729 /* 20101109 - These are never returned by current Gallium radeon
1730 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1732 * These are returned but not handled: RC410, RV380. */
1735 const char *renderer;
1736 enum wined3d_pci_device id;
1741 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1742 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1743 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1744 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1745 {"CEDAR", CARD_ATI_RADEON_HD5400},
1747 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1748 {"RV790", CARD_ATI_RADEON_HD4800},
1749 {"RV770", CARD_ATI_RADEON_HD4800},
1750 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1751 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1752 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1753 /* R600/R700 integrated */
1754 {"RS880", CARD_ATI_RADEON_HD3200},
1755 {"RS780", CARD_ATI_RADEON_HD3200},
1757 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1758 {"R600", CARD_ATI_RADEON_HD2900},
1759 {"RV670", CARD_ATI_RADEON_HD2900},
1760 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1761 {"RV630", CARD_ATI_RADEON_HD2600},
1762 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1763 {"RV610", CARD_ATI_RADEON_HD2350},
1765 {"R580", CARD_ATI_RADEON_X1600},
1766 {"R520", CARD_ATI_RADEON_X1600},
1767 {"RV570", CARD_ATI_RADEON_X1600},
1768 {"RV560", CARD_ATI_RADEON_X1600},
1769 {"RV535", CARD_ATI_RADEON_X1600},
1770 {"RV530", CARD_ATI_RADEON_X1600},
1771 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1772 {"RV515", CARD_ATI_RADEON_X700},
1774 {"R481", CARD_ATI_RADEON_X700},
1775 {"R480", CARD_ATI_RADEON_X700},
1776 {"R430", CARD_ATI_RADEON_X700},
1777 {"R423", CARD_ATI_RADEON_X700},
1778 {"R420", CARD_ATI_RADEON_X700},
1779 {"R410", CARD_ATI_RADEON_X700},
1780 {"RV410", CARD_ATI_RADEON_X700},
1781 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1782 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1783 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1784 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1785 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1786 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1787 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1788 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1790 {"R360", CARD_ATI_RADEON_9500},
1791 {"R350", CARD_ATI_RADEON_9500},
1792 {"R300", CARD_ATI_RADEON_9500},
1793 {"RV370", CARD_ATI_RADEON_9500},
1794 {"RV360", CARD_ATI_RADEON_9500},
1795 {"RV351", CARD_ATI_RADEON_9500},
1796 {"RV350", CARD_ATI_RADEON_9500},
1799 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1801 if (strstr(gl_renderer, cards[i].renderer))
1806 if (WINE_D3D9_CAPABLE(gl_info))
1810 const char *renderer;
1811 enum wined3d_pci_device id;
1816 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1817 {"(RV790", CARD_ATI_RADEON_HD4800},
1818 {"(RV770", CARD_ATI_RADEON_HD4800},
1819 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1820 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1821 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1822 /* R600/R700 integrated */
1823 {"RS880", CARD_ATI_RADEON_HD3200},
1824 {"RS780", CARD_ATI_RADEON_HD3200},
1826 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1827 {"(R600", CARD_ATI_RADEON_HD2900},
1828 {"(RV670", CARD_ATI_RADEON_HD2900},
1829 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1830 {"(RV630", CARD_ATI_RADEON_HD2600},
1831 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1832 {"(RV610", CARD_ATI_RADEON_HD2350},
1835 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1837 if (strstr(gl_renderer, cards[i].renderer))
1842 if (WINE_D3D8_CAPABLE(gl_info))
1844 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1847 if (WINE_D3D7_CAPABLE(gl_info))
1849 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1852 return CARD_ATI_RAGE_128PRO;
1855 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1856 const char *gl_renderer)
1858 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1859 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1860 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1861 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1862 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1863 return CARD_NVIDIA_RIVA_128;
1867 struct vendor_card_selection
1869 enum wined3d_gl_vendor gl_vendor;
1870 enum wined3d_pci_vendor card_vendor;
1871 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1872 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1875 static const struct vendor_card_selection vendor_card_select_table[] =
1877 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1878 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1879 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1880 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1881 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1882 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1883 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1884 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1885 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1889 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1890 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1892 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1893 * different GPUs with roughly the same features. In most cases GPUs from a
1894 * certain family differ in clockspeeds, the amount of video memory and the
1895 * number of shader pipelines.
1897 * A Direct3D device object contains the PCI id (vendor + device) of the
1898 * videocard which is used for rendering. Various applications use this
1899 * information to get a rough estimation of the features of the card and
1900 * some might use it for enabling 3d effects only on certain types of
1901 * videocards. In some cases games might even use it to work around bugs
1902 * which happen on certain videocards/driver combinations. The problem is
1903 * that OpenGL only exposes a rendering string containing the name of the
1904 * videocard and not the PCI id.
1906 * Various games depend on the PCI id, so somehow we need to provide one.
1907 * A simple option is to parse the renderer string and translate this to
1908 * the right PCI id. This is a lot of work because there are more than 200
1909 * GPUs just for Nvidia. Various cards share the same renderer string, so
1910 * the amount of code might be 'small' but there are quite a number of
1911 * exceptions which would make this a pain to maintain. Another way would
1912 * be to query the PCI id from the operating system (assuming this is the
1913 * videocard which is used for rendering which is not always the case).
1914 * This would work but it is not very portable. Second it would not work
1915 * well in, let's say, a remote X situation in which the amount of 3d
1916 * features which can be used is limited.
1918 * As said most games only use the PCI id to get an indication of the
1919 * capabilities of the card. It doesn't really matter if the given id is
1920 * the correct one if we return the id of a card with similar 3d features.
1922 * The code below checks the OpenGL capabilities of a videocard and matches
1923 * that to a certain level of Direct3D functionality. Once a card passes
1924 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1925 * least a GeforceFX. To give a better estimate we do a basic check on the
1926 * renderer string but if that won't pass we return a default card. This
1927 * way is better than maintaining a full card database as even without a
1928 * full database we can return a card with similar features. Second the
1929 * size of the database can be made quite small because when you know what
1930 * type of 3d functionality a card has, you know to which GPU family the
1931 * GPU must belong. Because of this you only have to check a small part of
1932 * the renderer string to distinguishes between different models from that
1935 * The code also selects a default amount of video memory which we will
1936 * use for an estimation of the amount of free texture memory. In case of
1937 * real D3D the amount of texture memory includes video memory and system
1938 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1939 * HyperMemory). We don't know how much system memory can be addressed by
1940 * the system but we can make a reasonable estimation about the amount of
1941 * video memory. If the value is slightly wrong it doesn't matter as we
1942 * didn't include AGP-like memory which makes the amount of addressable
1943 * memory higher and second OpenGL isn't that critical it moves to system
1944 * memory behind our backs if really needed. Note that the amount of video
1945 * memory can be overruled using a registry setting. */
1949 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1951 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1952 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1954 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1955 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1958 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1959 *gl_vendor, *card_vendor);
1961 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1962 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1963 * them a good generic choice. */
1964 *card_vendor = HW_VENDOR_NVIDIA;
1965 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1966 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1967 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1968 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1969 return CARD_NVIDIA_RIVA_128;
1972 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1974 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1975 int vs_selected_mode, ps_selected_mode;
1977 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1978 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1979 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1980 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1981 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1982 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1983 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1984 else return &ffp_fragment_pipeline;
1987 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1989 int vs_selected_mode, ps_selected_mode;
1991 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1992 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1993 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1994 return &none_shader_backend;
1997 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1999 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2000 int vs_selected_mode, ps_selected_mode;
2002 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2003 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2004 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2005 else return &ffp_blit;
2008 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2012 #define USE_GL_FUNC(type, pfn, ext, replace) \
2013 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2014 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2015 else gl_info->pfn = NULL;
2020 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2025 /* Context activation is done by the caller. */
2026 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2028 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2029 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2030 const char *GL_Extensions = NULL;
2031 const char *WGL_Extensions = NULL;
2032 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2033 struct fragment_caps fragment_caps;
2034 enum wined3d_gl_vendor gl_vendor;
2035 enum wined3d_pci_vendor card_vendor;
2036 enum wined3d_pci_device device;
2038 GLfloat gl_floatv[2];
2044 TRACE_(d3d_caps)("(%p)\n", gl_info);
2048 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2049 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2050 if (!gl_renderer_str)
2053 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2057 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2058 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2062 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2066 /* Parse the GL_VERSION field into major and minor information */
2067 gl_version_str = (const char *)glGetString(GL_VERSION);
2068 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2069 if (!gl_version_str)
2072 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2075 gl_version = wined3d_parse_gl_version(gl_version_str);
2078 * Initialize openGL extension related variables
2079 * with Default values
2081 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2082 gl_info->limits.blends = 1;
2083 gl_info->limits.buffers = 1;
2084 gl_info->limits.textures = 1;
2085 gl_info->limits.fragment_samplers = 1;
2086 gl_info->limits.vertex_samplers = 0;
2087 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2088 gl_info->limits.sampler_stages = 1;
2089 gl_info->limits.glsl_vs_float_constants = 0;
2090 gl_info->limits.glsl_ps_float_constants = 0;
2091 gl_info->limits.arb_vs_float_constants = 0;
2092 gl_info->limits.arb_vs_native_constants = 0;
2093 gl_info->limits.arb_vs_instructions = 0;
2094 gl_info->limits.arb_vs_temps = 0;
2095 gl_info->limits.arb_ps_float_constants = 0;
2096 gl_info->limits.arb_ps_local_constants = 0;
2097 gl_info->limits.arb_ps_instructions = 0;
2098 gl_info->limits.arb_ps_temps = 0;
2100 /* Retrieve opengl defaults */
2101 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2102 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2103 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2105 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2106 gl_info->limits.lights = gl_max;
2107 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2109 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2110 gl_info->limits.texture_size = gl_max;
2111 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2113 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2114 gl_info->limits.pointsize_min = gl_floatv[0];
2115 gl_info->limits.pointsize_max = gl_floatv[1];
2116 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2118 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2119 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2123 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2129 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2131 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2133 while (*GL_Extensions)
2137 while (isspace(*GL_Extensions)) ++GL_Extensions;
2138 start = GL_Extensions;
2139 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2141 len = GL_Extensions - start;
2144 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2146 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2148 if (len == strlen(EXTENSION_MAP[i].extension_string)
2149 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2151 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2152 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2158 /* Now work out what GL support this card really has */
2159 load_gl_funcs( gl_info, gl_version );
2163 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2164 * loading the functions, otherwise the code above will load the extension entry points instead of the
2165 * core functions, which may not work. */
2166 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2168 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2169 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2171 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2172 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2176 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2178 if (gl_info->supported[APPLE_FENCE])
2180 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2181 * The apple extension interacts with some other apple exts. Disable the NV
2182 * extension if the apple one is support to prevent confusion in other parts
2184 gl_info->supported[NV_FENCE] = FALSE;
2186 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2188 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2190 * The enums are the same:
2191 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2192 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2193 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2194 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2195 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2197 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2199 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2200 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2202 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2204 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2205 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2208 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2210 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2211 * functionality. Prefer the ARB extension */
2212 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2214 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2216 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2217 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2219 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2221 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2222 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2224 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2226 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2227 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2229 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2231 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2232 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2234 if (gl_info->supported[NV_TEXTURE_SHADER2])
2236 if (gl_info->supported[NV_REGISTER_COMBINERS])
2238 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2239 * are supported. The nv extensions provide the same functionality as the
2240 * ATI one, and a bit more(signed pixelformats). */
2241 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2245 if (gl_info->supported[NV_REGISTER_COMBINERS])
2247 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2248 gl_info->limits.general_combiners = gl_max;
2249 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2251 if (gl_info->supported[ARB_DRAW_BUFFERS])
2253 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2254 gl_info->limits.buffers = gl_max;
2255 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2257 if (gl_info->supported[ARB_MULTITEXTURE])
2259 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2260 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2261 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2263 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2266 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2267 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2271 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2273 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2275 if (gl_info->supported[ARB_VERTEX_SHADER])
2278 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2279 gl_info->limits.vertex_samplers = tmp;
2280 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2281 gl_info->limits.combined_samplers = tmp;
2283 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2284 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2285 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2286 * shader is used with fixed function vertex processing we're fine too because fixed function
2287 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2288 * used we have to make sure that all vertex sampler setups are valid together with all
2289 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2290 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2291 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2292 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2293 * a fixed function pipeline anymore.
2295 * So this is just a check to check that our assumption holds true. If not, write a warning
2296 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2297 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2298 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2300 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2301 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2302 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2303 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2304 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2306 gl_info->limits.vertex_samplers = 0;
2311 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2313 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2314 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2316 if (gl_info->supported[ARB_VERTEX_BLEND])
2318 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2319 gl_info->limits.blends = gl_max;
2320 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2322 if (gl_info->supported[EXT_TEXTURE3D])
2324 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2325 gl_info->limits.texture3d_size = gl_max;
2326 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2328 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2330 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2331 gl_info->limits.anisotropy = gl_max;
2332 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2334 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2336 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2337 gl_info->limits.arb_ps_float_constants = gl_max;
2338 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2339 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2340 gl_info->limits.arb_ps_native_constants = gl_max;
2341 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2342 gl_info->limits.arb_ps_native_constants);
2343 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2344 gl_info->limits.arb_ps_temps = gl_max;
2345 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2346 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2347 gl_info->limits.arb_ps_instructions = gl_max;
2348 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2349 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2350 gl_info->limits.arb_ps_local_constants = gl_max;
2351 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2353 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2355 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2356 gl_info->limits.arb_vs_float_constants = gl_max;
2357 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2358 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2359 gl_info->limits.arb_vs_native_constants = gl_max;
2360 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2361 gl_info->limits.arb_vs_native_constants);
2362 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2363 gl_info->limits.arb_vs_temps = gl_max;
2364 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2365 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2366 gl_info->limits.arb_vs_instructions = gl_max;
2367 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2369 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2371 if (gl_info->supported[ARB_VERTEX_SHADER])
2373 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2374 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2375 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2377 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2379 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2380 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2381 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2382 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2383 gl_info->limits.glsl_varyings = gl_max;
2384 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2386 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2388 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2389 unsigned int major, minor;
2391 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2393 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2394 sscanf(str, "%u.%u", &major, &minor);
2395 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2397 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2399 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2403 gl_info->limits.shininess = 128.0f;
2405 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2407 /* If we have full NP2 texture support, disable
2408 * GL_ARB_texture_rectangle because we will never use it.
2409 * This saves a few redundant glDisable calls. */
2410 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2412 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2414 /* Disable NV_register_combiners and fragment shader if this is supported.
2415 * generally the NV extensions are preferred over the ATI ones, and this
2416 * extension is disabled if register_combiners and texture_shader2 are both
2417 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2418 * fragment processing support. */
2419 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2420 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2421 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2422 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2424 if (gl_info->supported[NV_HALF_FLOAT])
2426 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2427 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2429 if (gl_info->supported[ARB_POINT_SPRITE])
2431 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2435 gl_info->limits.point_sprite_units = 0;
2437 checkGLcall("extension detection");
2441 adapter->fragment_pipe = select_fragment_implementation(adapter);
2442 adapter->shader_backend = select_shader_backend(adapter);
2443 adapter->blitter = select_blit_implementation(adapter);
2445 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2446 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2447 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2449 /* In some cases the number of texture stages can be larger than the number
2450 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2451 * shaders), but 8 texture stages (register combiners). */
2452 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2454 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2456 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2457 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2458 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2459 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2460 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2461 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2462 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2463 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2464 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2465 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2466 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2467 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2468 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2469 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2470 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2471 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2472 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2473 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2474 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2478 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2480 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2481 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2482 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2483 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2484 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2485 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2486 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2487 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2488 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2489 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2490 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2491 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2492 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2493 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2494 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2495 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2496 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2498 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2500 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2501 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2503 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2505 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2507 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2509 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2513 /* MRTs are currently only supported when FBOs are used. */
2514 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2516 gl_info->limits.buffers = 1;
2519 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2520 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2521 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2523 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2524 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2526 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2527 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2528 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2529 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2530 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2531 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2532 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2533 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2535 /* Make sure there's an active HDC else the WGL extensions will fail */
2536 hdc = pwglGetCurrentDC();
2538 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2539 if(GL_EXTCALL(wglGetExtensionsStringARB))
2540 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2542 if (!WGL_Extensions)
2544 ERR(" WGL_Extensions returns NULL\n");
2548 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2549 while (*WGL_Extensions)
2554 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2555 Start = WGL_Extensions;
2556 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2558 len = WGL_Extensions - Start;
2559 if (!len || len >= sizeof(ThisExtn))
2562 memcpy(ThisExtn, Start, len);
2563 ThisExtn[len] = '\0';
2564 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2566 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2567 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2568 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2570 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2571 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2572 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2578 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2579 init_driver_info(driver_info, card_vendor, device);
2580 add_gl_compat_wrappers(gl_info);
2585 /**********************************************************
2586 * IWineD3D implementation follows
2587 **********************************************************/
2589 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2590 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2592 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2594 return This->adapter_count;
2597 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2599 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2604 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2605 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2607 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2609 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2613 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2616 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2617 of the same bpp but different resolutions */
2619 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2620 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2622 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2624 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2626 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2630 /* TODO: Store modes per adapter and read it from the adapter structure */
2633 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2634 UINT format_bits = format->byte_count * CHAR_BIT;
2639 memset(&mode, 0, sizeof(mode));
2640 mode.dmSize = sizeof(mode);
2642 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2646 if (format_id == WINED3DFMT_UNKNOWN)
2648 /* This is for D3D8, do not enumerate P8 here */
2649 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2651 else if (mode.dmBitsPerPel == format_bits)
2657 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2660 FIXME_(d3d_caps)("Adapter not primary display\n");
2665 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2666 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2667 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2669 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2671 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2672 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2674 /* Validate the parameters as much as possible */
2675 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2676 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2678 return WINED3DERR_INVALIDCALL;
2681 /* TODO: Store modes per adapter and read it from the adapter structure */
2684 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2685 UINT format_bits = format->byte_count * CHAR_BIT;
2691 ZeroMemory(&DevModeW, sizeof(DevModeW));
2692 DevModeW.dmSize = sizeof(DevModeW);
2694 /* If we are filtering to a specific format (D3D9), then need to skip
2695 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2696 just count through the ones with valid bit depths */
2697 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2699 if (format_id == WINED3DFMT_UNKNOWN)
2701 /* This is for D3D8, do not enumerate P8 here */
2702 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2704 else if (DevModeW.dmBitsPerPel == format_bits)
2712 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2713 return WINED3DERR_INVALIDCALL;
2717 /* Now get the display mode via the calculated index */
2718 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2719 pMode->Width = DevModeW.dmPelsWidth;
2720 pMode->Height = DevModeW.dmPelsHeight;
2721 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2722 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2723 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2725 if (format_id == WINED3DFMT_UNKNOWN)
2726 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2728 pMode->Format = format_id;
2732 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2733 return WINED3DERR_INVALIDCALL;
2736 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2737 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2738 DevModeW.dmBitsPerPel);
2743 FIXME_(d3d_caps)("Adapter not primary display\n");
2749 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2751 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2753 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2754 return WINED3DERR_INVALIDCALL;
2756 if (Adapter == 0) { /* Display */
2760 ZeroMemory(&DevModeW, sizeof(DevModeW));
2761 DevModeW.dmSize = sizeof(DevModeW);
2763 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2764 pMode->Width = DevModeW.dmPelsWidth;
2765 pMode->Height = DevModeW.dmPelsHeight;
2766 bpp = DevModeW.dmBitsPerPel;
2767 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2768 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2770 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2773 pMode->Format = pixelformat_for_depth(bpp);
2775 FIXME_(d3d_caps)("Adapter not primary display\n");
2778 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2779 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2783 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2784 and fields being inserted in the middle, a new structure is used in place */
2785 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2786 UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2788 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2789 struct wined3d_adapter *adapter;
2792 TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2794 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2795 return WINED3DERR_INVALIDCALL;
2798 adapter = &This->adapters[Adapter];
2800 /* Return the information requested */
2801 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2803 if (pIdentifier->driver_size)
2805 const char *name = adapter->driver_info.name;
2806 len = min(strlen(name), pIdentifier->driver_size - 1);
2807 memcpy(pIdentifier->driver, name, len);
2808 pIdentifier->driver[len] = '\0';
2811 if (pIdentifier->description_size)
2813 const char *description = adapter->driver_info.description;
2814 len = min(strlen(description), pIdentifier->description_size - 1);
2815 memcpy(pIdentifier->description, description, len);
2816 pIdentifier->description[len] = '\0';
2819 /* Note that d3d8 doesn't supply a device name. */
2820 if (pIdentifier->device_name_size)
2822 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2824 len = strlen(device_name);
2825 if (len >= pIdentifier->device_name_size)
2827 ERR("Device name size too small.\n");
2828 return WINED3DERR_INVALIDCALL;
2831 memcpy(pIdentifier->device_name, device_name, len);
2832 pIdentifier->device_name[len] = '\0';
2835 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2836 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2837 pIdentifier->vendor_id = adapter->driver_info.vendor;
2838 pIdentifier->device_id = adapter->driver_info.device;
2839 pIdentifier->subsystem_id = 0;
2840 pIdentifier->revision = 0;
2841 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2842 pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2843 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2844 pIdentifier->video_memory = adapter->TextureRam;
2849 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2850 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2852 short redSize, greenSize, blueSize, alphaSize, colorBits;
2857 /* Float formats need FBOs. If FBOs are used this function isn't called */
2858 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2860 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2861 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2863 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2867 if(cfg->redSize < redSize)
2870 if(cfg->greenSize < greenSize)
2873 if(cfg->blueSize < blueSize)
2876 if(cfg->alphaSize < alphaSize)
2882 /* Probably a RGBA_float or color index mode */
2886 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2887 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2889 short depthSize, stencilSize;
2890 BOOL lockable = FALSE;
2895 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2897 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2901 /* Float formats need FBOs. If FBOs are used this function isn't called */
2902 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2904 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2907 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2908 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2909 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2910 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2913 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2914 * allow more stencil bits than requested. */
2915 if(cfg->stencilSize < stencilSize)
2921 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2922 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2923 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2925 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2927 const WineD3D_PixelFormat *cfgs;
2928 const struct wined3d_adapter *adapter;
2929 const struct wined3d_format *rt_format;
2930 const struct wined3d_format *ds_format;
2933 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2935 DeviceType, debug_d3ddevicetype(DeviceType),
2936 AdapterFormat, debug_d3dformat(AdapterFormat),
2937 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2938 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2940 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2941 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2942 return WINED3DERR_INVALIDCALL;
2945 adapter = &This->adapters[Adapter];
2946 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2947 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2948 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2950 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2951 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2953 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2959 cfgs = adapter->cfgs;
2960 nCfgs = adapter->nCfgs;
2961 for (it = 0; it < nCfgs; ++it)
2963 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2965 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2967 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2973 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2975 return WINED3DERR_NOTAVAILABLE;
2978 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2979 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2980 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2982 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2983 const struct wined3d_adapter *adapter;
2984 const struct wined3d_format *format;
2986 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2989 DeviceType, debug_d3ddevicetype(DeviceType),
2990 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2995 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2996 return WINED3DERR_INVALIDCALL;
2999 /* TODO: handle Windowed, add more quality levels */
3001 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3002 if(pQualityLevels) *pQualityLevels = 1;
3006 /* By default multisampling is disabled right now as it causes issues
3007 * on some Nvidia driver versions and it doesn't work well in combination
3009 if(!wined3d_settings.allow_multisampling)
3010 return WINED3DERR_NOTAVAILABLE;
3012 adapter = &This->adapters[Adapter];
3013 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3014 if (!format) return WINED3DERR_INVALIDCALL;
3016 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3019 const WineD3D_PixelFormat *cfgs;
3021 cfgs = adapter->cfgs;
3022 nCfgs = adapter->nCfgs;
3023 for(i=0; i<nCfgs; i++) {
3024 if(cfgs[i].numSamples != MultiSampleType)
3027 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3030 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3033 *pQualityLevels = 1; /* Guess at a value! */
3037 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3039 short redSize, greenSize, blueSize, alphaSize, colorBits;
3041 const WineD3D_PixelFormat *cfgs;
3043 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3045 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3046 return WINED3DERR_NOTAVAILABLE;
3049 cfgs = adapter->cfgs;
3050 nCfgs = adapter->nCfgs;
3051 for(i=0; i<nCfgs; i++) {
3052 if(cfgs[i].numSamples != MultiSampleType)
3054 if(cfgs[i].redSize != redSize)
3056 if(cfgs[i].greenSize != greenSize)
3058 if(cfgs[i].blueSize != blueSize)
3060 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3061 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3063 if (cfgs[i].colorSize != (format->byte_count << 3))
3066 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3069 *pQualityLevels = 1; /* Guess at a value! */
3073 return WINED3DERR_NOTAVAILABLE;
3076 /* Check if we support bumpmapping for a format */
3077 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3079 /* Ask the fixed function pipeline implementation if it can deal
3080 * with the conversion. If we've got a GL extension giving native
3081 * support this will be an identity conversion. */
3082 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3083 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3086 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3087 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3088 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3092 /* Only allow depth/stencil formats */
3093 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3095 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3097 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3098 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3102 /* Walk through all WGL pixel formats to find a match */
3103 for (it = 0; it < adapter->nCfgs; ++it)
3105 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3106 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3108 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3119 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3121 /* The flags entry of a format contains the filtering capability */
3122 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3127 /* Check the render target capabilities of a format */
3128 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3129 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3131 /* Filter out non-RT formats */
3132 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3133 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3135 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3137 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3138 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3140 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3141 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3143 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3144 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3145 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3146 TRACE_(d3d_caps)("[FAILED]\n");
3150 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3151 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3152 for (it = 0; it < adapter->nCfgs; ++it)
3154 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3155 &cfgs[it], check_format))
3157 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3158 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3163 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3165 /* For now return TRUE for FBOs until we have some proper checks.
3166 * Note that this function will only be called when the format is around for texturing. */
3172 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3174 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3177 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3179 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3180 * doing the color fixup in shaders.
3181 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3182 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3184 int vs_selected_mode;
3185 int ps_selected_mode;
3186 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3188 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3189 TRACE_(d3d_caps)("[OK]\n");
3194 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3198 /* Check if a format support blending in combination with pixel shaders */
3199 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3200 const struct wined3d_format *format)
3202 /* The flags entry of a format contains the post pixel shader blending capability */
3203 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3208 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3210 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3211 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3212 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3213 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3214 * capability anyway.
3216 * For now lets report this on all formats, but in the future we may want to
3217 * restrict it to some should games need that
3222 /* Check if a texture format is supported on the given adapter */
3223 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3225 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3230 * supported: RGB(A) formats
3232 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3233 case WINED3DFMT_B8G8R8A8_UNORM:
3234 case WINED3DFMT_B8G8R8X8_UNORM:
3235 case WINED3DFMT_B5G6R5_UNORM:
3236 case WINED3DFMT_B5G5R5X1_UNORM:
3237 case WINED3DFMT_B5G5R5A1_UNORM:
3238 case WINED3DFMT_B4G4R4A4_UNORM:
3239 case WINED3DFMT_A8_UNORM:
3240 case WINED3DFMT_B4G4R4X4_UNORM:
3241 case WINED3DFMT_R8G8B8A8_UNORM:
3242 case WINED3DFMT_R8G8B8X8_UNORM:
3243 case WINED3DFMT_B10G10R10A2_UNORM:
3244 case WINED3DFMT_R10G10B10A2_UNORM:
3245 case WINED3DFMT_R16G16_UNORM:
3246 TRACE_(d3d_caps)("[OK]\n");
3249 case WINED3DFMT_B2G3R3_UNORM:
3250 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3254 * Not supported: Palettized
3255 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3256 * Since it is not widely available, don't offer it. Further no Windows driver offers
3257 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3259 case WINED3DFMT_P8_UINT:
3260 case WINED3DFMT_P8_UINT_A8_UNORM:
3264 * Supported: (Alpha)-Luminance
3266 case WINED3DFMT_L8_UNORM:
3267 case WINED3DFMT_L8A8_UNORM:
3268 case WINED3DFMT_L16_UNORM:
3269 TRACE_(d3d_caps)("[OK]\n");
3272 /* Not supported on Windows, thus disabled */
3273 case WINED3DFMT_L4A4_UNORM:
3274 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3278 * Supported: Depth/Stencil formats
3280 case WINED3DFMT_D16_LOCKABLE:
3281 case WINED3DFMT_D16_UNORM:
3282 case WINED3DFMT_S1_UINT_D15_UNORM:
3283 case WINED3DFMT_X8D24_UNORM:
3284 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3285 case WINED3DFMT_D24_UNORM_S8_UINT:
3286 case WINED3DFMT_S8_UINT_D24_FLOAT:
3287 case WINED3DFMT_D32_UNORM:
3288 case WINED3DFMT_D32_FLOAT:
3291 case WINED3DFMT_INTZ:
3292 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3293 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3298 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3299 * GL_NV_texture_shader). Emulated by shaders
3301 case WINED3DFMT_R8G8_SNORM:
3302 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3303 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3304 case WINED3DFMT_R8G8B8A8_SNORM:
3305 case WINED3DFMT_R16G16_SNORM:
3306 /* Ask the shader backend if it can deal with the conversion. If
3307 * we've got a GL extension giving native support this will be an
3308 * identity conversion. */
3309 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3311 TRACE_(d3d_caps)("[OK]\n");
3314 TRACE_(d3d_caps)("[FAILED]\n");
3317 case WINED3DFMT_DXT1:
3318 case WINED3DFMT_DXT2:
3319 case WINED3DFMT_DXT3:
3320 case WINED3DFMT_DXT4:
3321 case WINED3DFMT_DXT5:
3322 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3324 TRACE_(d3d_caps)("[OK]\n");
3327 TRACE_(d3d_caps)("[FAILED]\n");
3332 * Odd formats - not supported
3334 case WINED3DFMT_VERTEXDATA:
3335 case WINED3DFMT_R16_UINT:
3336 case WINED3DFMT_R32_UINT:
3337 case WINED3DFMT_R16G16B16A16_SNORM:
3338 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3339 case WINED3DFMT_R10G11B11_SNORM:
3340 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3344 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3346 case WINED3DFMT_R8G8_SNORM_Cx:
3347 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3351 case WINED3DFMT_UYVY:
3352 case WINED3DFMT_YUY2:
3353 if (gl_info->supported[APPLE_YCBCR_422])
3355 TRACE_(d3d_caps)("[OK]\n");
3358 TRACE_(d3d_caps)("[FAILED]\n");
3360 case WINED3DFMT_YV12:
3361 TRACE_(d3d_caps)("[FAILED]\n");
3365 case WINED3DFMT_R16G16B16A16_UNORM:
3366 case WINED3DFMT_B2G3R3A8_UNORM:
3367 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3370 /* Floating point formats */
3371 case WINED3DFMT_R16_FLOAT:
3372 case WINED3DFMT_R16G16_FLOAT:
3373 case WINED3DFMT_R16G16B16A16_FLOAT:
3374 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3376 TRACE_(d3d_caps)("[OK]\n");
3379 TRACE_(d3d_caps)("[FAILED]\n");
3382 case WINED3DFMT_R32_FLOAT:
3383 case WINED3DFMT_R32G32_FLOAT:
3384 case WINED3DFMT_R32G32B32A32_FLOAT:
3385 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3387 TRACE_(d3d_caps)("[OK]\n");
3390 TRACE_(d3d_caps)("[FAILED]\n");
3393 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3394 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3395 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3396 * We can do instancing with all shader versions, but we need vertex shaders.
3398 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3399 * to enable instancing. WineD3D doesn't need that and just ignores it.
3401 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3403 case WINED3DFMT_INST:
3404 TRACE("ATI Instancing check hack\n");
3405 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3407 TRACE_(d3d_caps)("[OK]\n");
3410 TRACE_(d3d_caps)("[FAILED]\n");
3413 /* Some weird FOURCC formats */
3414 case WINED3DFMT_R8G8_B8G8:
3415 case WINED3DFMT_G8R8_G8B8:
3416 case WINED3DFMT_MULTI2_ARGB8:
3417 TRACE_(d3d_caps)("[FAILED]\n");
3420 /* Vendor specific formats */
3421 case WINED3DFMT_ATI2N:
3422 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3423 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3425 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3426 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3428 TRACE_(d3d_caps)("[OK]\n");
3432 TRACE_(d3d_caps)("[OK]\n");
3435 TRACE_(d3d_caps)("[FAILED]\n");
3438 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3439 * format MAKEFOURCC('N','V','D','B') is used.
3440 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3441 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3444 case WINED3DFMT_NVDB:
3445 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3447 TRACE_(d3d_caps)("[OK]\n");
3450 TRACE_(d3d_caps)("[FAILED]\n");
3453 case WINED3DFMT_NVHU:
3454 case WINED3DFMT_NVHS:
3455 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3456 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3457 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3458 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3459 * Applications have to deal with not having NVHS and NVHU.
3461 TRACE_(d3d_caps)("[FAILED]\n");
3464 case WINED3DFMT_UNKNOWN:
3468 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3474 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3475 const struct wined3d_format *adapter_format,
3476 const struct wined3d_format *check_format,
3477 WINED3DSURFTYPE SurfaceType)
3479 if (SurfaceType == SURFACE_GDI)
3481 switch (check_format->id)
3483 case WINED3DFMT_B8G8R8_UNORM:
3484 case WINED3DFMT_B8G8R8A8_UNORM:
3485 case WINED3DFMT_B8G8R8X8_UNORM:
3486 case WINED3DFMT_B5G6R5_UNORM:
3487 case WINED3DFMT_B5G5R5X1_UNORM:
3488 case WINED3DFMT_B5G5R5A1_UNORM:
3489 case WINED3DFMT_B4G4R4A4_UNORM:
3490 case WINED3DFMT_B2G3R3_UNORM:
3491 case WINED3DFMT_A8_UNORM:
3492 case WINED3DFMT_B2G3R3A8_UNORM:
3493 case WINED3DFMT_B4G4R4X4_UNORM:
3494 case WINED3DFMT_R10G10B10A2_UNORM:
3495 case WINED3DFMT_R8G8B8A8_UNORM:
3496 case WINED3DFMT_R8G8B8X8_UNORM:
3497 case WINED3DFMT_R16G16_UNORM:
3498 case WINED3DFMT_B10G10R10A2_UNORM:
3499 case WINED3DFMT_R16G16B16A16_UNORM:
3500 case WINED3DFMT_P8_UINT:
3501 TRACE_(d3d_caps)("[OK]\n");
3504 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3509 /* All format that are supported for textures are supported for surfaces as well */
3510 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3511 /* All depth stencil formats are supported on surfaces */
3512 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3514 /* If opengl can't process the format natively, the blitter may be able to convert it */
3515 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3516 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3517 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3519 TRACE_(d3d_caps)("[OK]\n");
3523 /* Reject other formats */
3524 TRACE_(d3d_caps)("[FAILED]\n");
3528 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3529 const struct wined3d_format *format)
3531 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3534 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3535 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3536 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3538 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3539 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3540 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3541 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3542 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3543 DWORD UsageCaps = 0;
3545 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3548 DeviceType, debug_d3ddevicetype(DeviceType),
3549 AdapterFormat, debug_d3dformat(AdapterFormat),
3550 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3551 RType, debug_d3dresourcetype(RType),
3552 CheckFormat, debug_d3dformat(CheckFormat));
3554 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3555 return WINED3DERR_INVALIDCALL;
3560 case WINED3DRTYPE_CUBETEXTURE:
3561 /* Cubetexture allows:
3562 * - WINED3DUSAGE_AUTOGENMIPMAP
3563 * - WINED3DUSAGE_DEPTHSTENCIL
3564 * - WINED3DUSAGE_DYNAMIC
3565 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3566 * - WINED3DUSAGE_RENDERTARGET
3567 * - WINED3DUSAGE_SOFTWAREPROCESSING
3568 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3570 if (SurfaceType != SURFACE_OPENGL)
3572 TRACE_(d3d_caps)("[FAILED]\n");
3573 return WINED3DERR_NOTAVAILABLE;
3576 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3578 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3579 return WINED3DERR_NOTAVAILABLE;
3582 if (!CheckTextureCapability(adapter, format))
3584 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3585 return WINED3DERR_NOTAVAILABLE;
3588 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3590 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3591 /* When autogenmipmap isn't around continue and return
3592 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3593 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3595 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3598 /* Always report dynamic locking. */
3599 if (Usage & WINED3DUSAGE_DYNAMIC)
3600 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3602 if (Usage & WINED3DUSAGE_RENDERTARGET)
3604 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3606 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3607 return WINED3DERR_NOTAVAILABLE;
3609 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3612 /* Always report software processing. */
3613 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3614 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3616 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3618 if (!CheckFilterCapability(adapter, format))
3620 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3621 return WINED3DERR_NOTAVAILABLE;
3623 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3626 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3628 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3630 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3631 return WINED3DERR_NOTAVAILABLE;
3633 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3636 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3638 if (!CheckSrgbReadCapability(adapter, format))
3640 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3641 return WINED3DERR_NOTAVAILABLE;
3643 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3646 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3648 if (!CheckSrgbWriteCapability(adapter, format))
3650 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3651 return WINED3DERR_NOTAVAILABLE;
3653 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3656 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3658 if (!CheckVertexTextureCapability(adapter, format))
3660 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3661 return WINED3DERR_NOTAVAILABLE;
3663 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3666 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3668 if (!CheckWrapAndMipCapability(adapter, format))
3670 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3671 return WINED3DERR_NOTAVAILABLE;
3673 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3677 case WINED3DRTYPE_SURFACE:
3679 * - WINED3DUSAGE_DEPTHSTENCIL
3680 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3681 * - WINED3DUSAGE_RENDERTARGET
3683 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3685 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3686 return WINED3DERR_NOTAVAILABLE;
3689 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3691 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3693 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3694 return WINED3DERR_NOTAVAILABLE;
3696 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3699 if (Usage & WINED3DUSAGE_RENDERTARGET)
3701 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3703 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3704 return WINED3DERR_NOTAVAILABLE;
3706 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3709 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3711 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3713 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3714 return WINED3DERR_NOTAVAILABLE;
3716 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3720 case WINED3DRTYPE_TEXTURE:
3722 * - WINED3DUSAGE_AUTOGENMIPMAP
3723 * - WINED3DUSAGE_DEPTHSTENCIL
3724 * - WINED3DUSAGE_DMAP
3725 * - WINED3DUSAGE_DYNAMIC
3726 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3727 * - WINED3DUSAGE_RENDERTARGET
3728 * - WINED3DUSAGE_SOFTWAREPROCESSING
3729 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3730 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3732 if (SurfaceType != SURFACE_OPENGL)
3734 TRACE_(d3d_caps)("[FAILED]\n");
3735 return WINED3DERR_NOTAVAILABLE;
3738 if (!CheckTextureCapability(adapter, format))
3740 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3741 return WINED3DERR_NOTAVAILABLE;
3744 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3746 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3747 /* When autogenmipmap isn't around continue and return
3748 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3749 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3751 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3754 /* Always report dynamic locking. */
3755 if (Usage & WINED3DUSAGE_DYNAMIC)
3756 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3758 if (Usage & WINED3DUSAGE_RENDERTARGET)
3760 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3762 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3763 return WINED3DERR_NOTAVAILABLE;
3765 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3768 /* Always report software processing. */
3769 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3770 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3772 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3774 if (!CheckFilterCapability(adapter, format))
3776 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3777 return WINED3DERR_NOTAVAILABLE;
3779 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3782 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3784 if (!CheckBumpMapCapability(adapter, format))
3786 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3787 return WINED3DERR_NOTAVAILABLE;
3789 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3792 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3794 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3796 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3797 return WINED3DERR_NOTAVAILABLE;
3799 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3802 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3804 if (!CheckSrgbReadCapability(adapter, format))
3806 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3807 return WINED3DERR_NOTAVAILABLE;
3809 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3812 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3814 if (!CheckSrgbWriteCapability(adapter, format))
3816 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3817 return WINED3DERR_NOTAVAILABLE;
3819 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3822 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3824 if (!CheckVertexTextureCapability(adapter, format))
3826 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3827 return WINED3DERR_NOTAVAILABLE;
3829 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3832 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3834 if (!CheckWrapAndMipCapability(adapter, format))
3836 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3837 return WINED3DERR_NOTAVAILABLE;
3839 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3842 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3844 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3846 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3847 return WINED3DERR_NOTAVAILABLE;
3849 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3851 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3852 return WINED3DERR_NOTAVAILABLE;
3854 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3858 case WINED3DRTYPE_VOLUMETEXTURE:
3859 case WINED3DRTYPE_VOLUME:
3860 /* Volume is to VolumeTexture what Surface is to Texture, but its
3861 * usage caps are not documented. Most driver seem to offer
3862 * (nearly) the same on Volume and VolumeTexture, so do that too.
3864 * Volumetexture allows:
3865 * - D3DUSAGE_DYNAMIC
3866 * - D3DUSAGE_NONSECURE (d3d9ex)
3867 * - D3DUSAGE_SOFTWAREPROCESSING
3868 * - D3DUSAGE_QUERY_WRAPANDMIP
3870 if (SurfaceType != SURFACE_OPENGL)
3872 TRACE_(d3d_caps)("[FAILED]\n");
3873 return WINED3DERR_NOTAVAILABLE;
3876 if (!gl_info->supported[EXT_TEXTURE3D])
3878 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3879 return WINED3DERR_NOTAVAILABLE;
3882 if (!CheckTextureCapability(adapter, format))
3884 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3885 return WINED3DERR_NOTAVAILABLE;
3888 /* Filter formats that need conversion; For one part, this
3889 * conversion is unimplemented, and volume textures are huge, so
3890 * it would be a big performance hit. Unless we hit an application
3891 * needing one of those formats, don't advertize them to avoid
3892 * leading applications into temptation. The windows drivers don't
3893 * support most of those formats on volumes anyway, except for
3894 * WINED3DFMT_R32_FLOAT. */
3895 switch (CheckFormat)
3897 case WINED3DFMT_P8_UINT:
3898 case WINED3DFMT_L4A4_UNORM:
3899 case WINED3DFMT_R32_FLOAT:
3900 case WINED3DFMT_R16_FLOAT:
3901 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3902 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3903 case WINED3DFMT_R16G16_UNORM:
3904 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3905 return WINED3DERR_NOTAVAILABLE;
3907 case WINED3DFMT_R8G8B8A8_SNORM:
3908 case WINED3DFMT_R16G16_SNORM:
3909 if (!gl_info->supported[NV_TEXTURE_SHADER])
3911 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3912 return WINED3DERR_NOTAVAILABLE;
3916 case WINED3DFMT_R8G8_SNORM:
3917 if (!gl_info->supported[NV_TEXTURE_SHADER])
3919 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3920 return WINED3DERR_NOTAVAILABLE;
3924 case WINED3DFMT_DXT1:
3925 case WINED3DFMT_DXT2:
3926 case WINED3DFMT_DXT3:
3927 case WINED3DFMT_DXT4:
3928 case WINED3DFMT_DXT5:
3929 /* The GL_EXT_texture_compression_s3tc spec requires that
3930 * loading an s3tc compressed texture results in an error.
3931 * While the D3D refrast does support s3tc volumes, at
3932 * least the nvidia windows driver does not, so we're free
3933 * not to support this format. */
3934 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3935 return WINED3DERR_NOTAVAILABLE;
3938 /* Do nothing, continue with checking the format below */
3942 /* Always report dynamic locking. */
3943 if (Usage & WINED3DUSAGE_DYNAMIC)
3944 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3946 /* Always report software processing. */
3947 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3948 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3950 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3952 if (!CheckFilterCapability(adapter, format))
3954 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3955 return WINED3DERR_NOTAVAILABLE;
3957 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3960 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3962 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3964 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3965 return WINED3DERR_NOTAVAILABLE;
3967 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3970 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3972 if (!CheckSrgbReadCapability(adapter, format))
3974 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3975 return WINED3DERR_NOTAVAILABLE;
3977 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3980 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3982 if (!CheckSrgbWriteCapability(adapter, format))
3984 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3985 return WINED3DERR_NOTAVAILABLE;
3987 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3990 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3992 if (!CheckVertexTextureCapability(adapter, format))
3994 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3995 return WINED3DERR_NOTAVAILABLE;
3997 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4000 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4002 if (!CheckWrapAndMipCapability(adapter, format))
4004 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4005 return WINED3DERR_NOTAVAILABLE;
4007 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4012 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4013 return WINED3DERR_NOTAVAILABLE;
4016 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4017 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4018 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4019 if (UsageCaps == Usage)
4021 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4022 return WINED3DOK_NOAUTOGEN;
4024 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4025 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4027 return WINED3DERR_NOTAVAILABLE;
4030 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4031 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4033 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4034 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4035 debug_d3dformat(dst_format));
4040 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4041 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4046 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4047 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4048 debug_d3dformat(backbuffer_format), windowed);
4050 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4052 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4053 return WINED3DERR_INVALIDCALL;
4056 /* The task of this function is to check whether a certain display / backbuffer format
4057 * combination is available on the given adapter. In fullscreen mode microsoft specified
4058 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4059 * and display format should match exactly.
4060 * In windowed mode format conversion can occur and this depends on the driver. When format
4061 * conversion is done, this function should nevertheless fail and applications need to use
4062 * CheckDeviceFormatConversion.
4063 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4065 /* There are only 4 display formats. */
4066 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4067 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4068 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4069 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4071 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4072 return WINED3DERR_NOTAVAILABLE;
4075 /* If the requested display format is not available, don't continue. */
4076 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4079 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4080 return WINED3DERR_NOTAVAILABLE;
4083 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4084 * it means 'reuse' the display format for the backbuffer. */
4085 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4087 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4088 return WINED3DERR_NOTAVAILABLE;
4091 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4092 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4093 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4095 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4096 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4097 return WINED3DERR_NOTAVAILABLE;
4100 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4101 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4102 * WINED3DFMT_B5G5R5A1_UNORM. */
4103 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4104 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4106 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4107 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4108 return WINED3DERR_NOTAVAILABLE;
4111 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4112 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4113 * WINED3DFMT_B8G8R8A8_UNORM. */
4114 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4115 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4117 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4118 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4119 return WINED3DERR_NOTAVAILABLE;
4122 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4123 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4124 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4125 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4127 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4128 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4129 return WINED3DERR_NOTAVAILABLE;
4132 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4133 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4134 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4136 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4137 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4142 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4143 subset of a D3DCAPS9 structure. However, it has to come via a void *
4144 as the d3d8 interface cannot import the d3d9 header */
4145 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4147 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4148 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4149 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4150 int vs_selected_mode;
4151 int ps_selected_mode;
4152 struct shader_caps shader_caps;
4153 struct fragment_caps fragment_caps;
4154 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4156 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4158 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4159 return WINED3DERR_INVALIDCALL;
4162 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4164 /* ------------------------------------------------
4165 The following fields apply to both d3d8 and d3d9
4166 ------------------------------------------------ */
4167 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4168 pCaps->AdapterOrdinal = Adapter;
4171 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4172 WINED3DCAPS2_FULLSCREENGAMMA |
4173 WINED3DCAPS2_DYNAMICTEXTURES;
4174 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4176 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4179 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4180 WINED3DCAPS3_COPY_TO_VIDMEM |
4181 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4183 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4184 WINED3DPRESENT_INTERVAL_ONE;
4186 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4187 WINED3DCURSORCAPS_LOWRES;
4189 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4190 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4191 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4192 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4193 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4194 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4195 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4196 WINED3DDEVCAPS_PUREDEVICE |
4197 WINED3DDEVCAPS_HWRASTERIZATION |
4198 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4199 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4200 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4201 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4202 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4203 WINED3DDEVCAPS_RTPATCHES;
4205 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4206 WINED3DPMISCCAPS_CULLCCW |
4207 WINED3DPMISCCAPS_CULLCW |
4208 WINED3DPMISCCAPS_COLORWRITEENABLE |
4209 WINED3DPMISCCAPS_CLIPTLVERTS |
4210 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4211 WINED3DPMISCCAPS_MASKZ |
4212 WINED3DPMISCCAPS_BLENDOP |
4213 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4215 WINED3DPMISCCAPS_NULLREFERENCE
4216 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4217 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4218 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4220 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4221 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4222 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4223 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4225 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4226 WINED3DPRASTERCAPS_PAT |
4227 WINED3DPRASTERCAPS_WFOG |
4228 WINED3DPRASTERCAPS_ZFOG |
4229 WINED3DPRASTERCAPS_FOGVERTEX |
4230 WINED3DPRASTERCAPS_FOGTABLE |
4231 WINED3DPRASTERCAPS_STIPPLE |
4232 WINED3DPRASTERCAPS_SUBPIXEL |
4233 WINED3DPRASTERCAPS_ZTEST |
4234 WINED3DPRASTERCAPS_SCISSORTEST |
4235 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4236 WINED3DPRASTERCAPS_DEPTHBIAS;
4238 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4240 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4241 WINED3DPRASTERCAPS_ZBIAS |
4242 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4244 if (gl_info->supported[NV_FOG_DISTANCE])
4246 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4249 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4250 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4251 WINED3DPRASTERCAPS_ANTIALIASEDGES
4252 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4253 WINED3DPRASTERCAPS_WBUFFER */
4255 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4256 WINED3DPCMPCAPS_EQUAL |
4257 WINED3DPCMPCAPS_GREATER |
4258 WINED3DPCMPCAPS_GREATEREQUAL |
4259 WINED3DPCMPCAPS_LESS |
4260 WINED3DPCMPCAPS_LESSEQUAL |
4261 WINED3DPCMPCAPS_NEVER |
4262 WINED3DPCMPCAPS_NOTEQUAL;
4264 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4265 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4266 WINED3DPBLENDCAPS_DESTALPHA |
4267 WINED3DPBLENDCAPS_DESTCOLOR |
4268 WINED3DPBLENDCAPS_INVDESTALPHA |
4269 WINED3DPBLENDCAPS_INVDESTCOLOR |
4270 WINED3DPBLENDCAPS_INVSRCALPHA |
4271 WINED3DPBLENDCAPS_INVSRCCOLOR |
4272 WINED3DPBLENDCAPS_ONE |
4273 WINED3DPBLENDCAPS_SRCALPHA |
4274 WINED3DPBLENDCAPS_SRCALPHASAT |
4275 WINED3DPBLENDCAPS_SRCCOLOR |
4276 WINED3DPBLENDCAPS_ZERO;
4278 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4279 WINED3DPBLENDCAPS_DESTCOLOR |
4280 WINED3DPBLENDCAPS_INVDESTALPHA |
4281 WINED3DPBLENDCAPS_INVDESTCOLOR |
4282 WINED3DPBLENDCAPS_INVSRCALPHA |
4283 WINED3DPBLENDCAPS_INVSRCCOLOR |
4284 WINED3DPBLENDCAPS_ONE |
4285 WINED3DPBLENDCAPS_SRCALPHA |
4286 WINED3DPBLENDCAPS_SRCCOLOR |
4287 WINED3DPBLENDCAPS_ZERO;
4288 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4289 * according to the glBlendFunc manpage
4291 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4292 * legacy settings for srcblend only
4295 if (gl_info->supported[EXT_BLEND_COLOR])
4297 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4298 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4302 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4303 WINED3DPCMPCAPS_EQUAL |
4304 WINED3DPCMPCAPS_GREATER |
4305 WINED3DPCMPCAPS_GREATEREQUAL |
4306 WINED3DPCMPCAPS_LESS |
4307 WINED3DPCMPCAPS_LESSEQUAL |
4308 WINED3DPCMPCAPS_NEVER |
4309 WINED3DPCMPCAPS_NOTEQUAL;
4311 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4312 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4313 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4314 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4315 WINED3DPSHADECAPS_COLORFLATRGB |
4316 WINED3DPSHADECAPS_FOGFLAT |
4317 WINED3DPSHADECAPS_FOGGOURAUD |
4318 WINED3DPSHADECAPS_SPECULARFLATRGB;
4320 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4321 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4322 WINED3DPTEXTURECAPS_TRANSPARENCY |
4323 WINED3DPTEXTURECAPS_BORDER |
4324 WINED3DPTEXTURECAPS_MIPMAP |
4325 WINED3DPTEXTURECAPS_PROJECTED |
4326 WINED3DPTEXTURECAPS_PERSPECTIVE;
4328 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4330 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4331 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4334 if (gl_info->supported[EXT_TEXTURE3D])
4336 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4337 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4338 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4341 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4343 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4344 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4345 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4349 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4350 WINED3DPTFILTERCAPS_MAGFPOINT |
4351 WINED3DPTFILTERCAPS_MINFLINEAR |
4352 WINED3DPTFILTERCAPS_MINFPOINT |
4353 WINED3DPTFILTERCAPS_MIPFLINEAR |
4354 WINED3DPTFILTERCAPS_MIPFPOINT |
4355 WINED3DPTFILTERCAPS_LINEAR |
4356 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4357 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4358 WINED3DPTFILTERCAPS_MIPLINEAR |
4359 WINED3DPTFILTERCAPS_MIPNEAREST |
4360 WINED3DPTFILTERCAPS_NEAREST;
4362 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4364 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4365 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4368 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4370 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4371 WINED3DPTFILTERCAPS_MAGFPOINT |
4372 WINED3DPTFILTERCAPS_MINFLINEAR |
4373 WINED3DPTFILTERCAPS_MINFPOINT |
4374 WINED3DPTFILTERCAPS_MIPFLINEAR |
4375 WINED3DPTFILTERCAPS_MIPFPOINT |
4376 WINED3DPTFILTERCAPS_LINEAR |
4377 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4378 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4379 WINED3DPTFILTERCAPS_MIPLINEAR |
4380 WINED3DPTFILTERCAPS_MIPNEAREST |
4381 WINED3DPTFILTERCAPS_NEAREST;
4383 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4385 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4386 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4389 pCaps->CubeTextureFilterCaps = 0;
4391 if (gl_info->supported[EXT_TEXTURE3D])
4393 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4394 WINED3DPTFILTERCAPS_MAGFPOINT |
4395 WINED3DPTFILTERCAPS_MINFLINEAR |
4396 WINED3DPTFILTERCAPS_MINFPOINT |
4397 WINED3DPTFILTERCAPS_MIPFLINEAR |
4398 WINED3DPTFILTERCAPS_MIPFPOINT |
4399 WINED3DPTFILTERCAPS_LINEAR |
4400 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4401 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4402 WINED3DPTFILTERCAPS_MIPLINEAR |
4403 WINED3DPTFILTERCAPS_MIPNEAREST |
4404 WINED3DPTFILTERCAPS_NEAREST;
4406 pCaps->VolumeTextureFilterCaps = 0;
4408 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4409 WINED3DPTADDRESSCAPS_CLAMP |
4410 WINED3DPTADDRESSCAPS_WRAP;
4412 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4414 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4416 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4418 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4420 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4422 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4425 if (gl_info->supported[EXT_TEXTURE3D])
4427 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4428 WINED3DPTADDRESSCAPS_CLAMP |
4429 WINED3DPTADDRESSCAPS_WRAP;
4430 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4432 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4434 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4436 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4438 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4440 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4443 pCaps->VolumeTextureAddressCaps = 0;
4445 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4446 WINED3DLINECAPS_ZTEST |
4447 WINED3DLINECAPS_BLEND |
4448 WINED3DLINECAPS_ALPHACMP |
4449 WINED3DLINECAPS_FOG;
4450 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4451 * idea how generating the smoothing alpha values works; the result is different
4454 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4455 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4457 if (gl_info->supported[EXT_TEXTURE3D])
4458 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4460 pCaps->MaxVolumeExtent = 0;
4462 pCaps->MaxTextureRepeat = 32768;
4463 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4464 pCaps->MaxVertexW = 1.0f;
4466 pCaps->GuardBandLeft = 0.0f;
4467 pCaps->GuardBandTop = 0.0f;
4468 pCaps->GuardBandRight = 0.0f;
4469 pCaps->GuardBandBottom = 0.0f;
4471 pCaps->ExtentsAdjust = 0.0f;
4473 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4474 WINED3DSTENCILCAPS_INCRSAT |
4475 WINED3DSTENCILCAPS_INVERT |
4476 WINED3DSTENCILCAPS_KEEP |
4477 WINED3DSTENCILCAPS_REPLACE |
4478 WINED3DSTENCILCAPS_ZERO;
4479 if (gl_info->supported[EXT_STENCIL_WRAP])
4481 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4482 WINED3DSTENCILCAPS_INCR;
4484 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4486 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4489 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4491 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4492 pCaps->MaxActiveLights = gl_info->limits.lights;
4494 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4495 pCaps->MaxVertexBlendMatrixIndex = 0;
4497 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4498 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4501 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4502 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4503 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4504 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4505 WINED3DVTXPCAPS_LOCALVIEWER |
4506 WINED3DVTXPCAPS_VERTEXFOG |
4507 WINED3DVTXPCAPS_TEXGEN;
4509 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4510 pCaps->MaxVertexIndex = 0xFFFFF;
4511 pCaps->MaxStreams = MAX_STREAMS;
4512 pCaps->MaxStreamStride = 1024;
4514 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4515 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4516 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4517 pCaps->MaxNpatchTessellationLevel = 0;
4518 pCaps->MasterAdapterOrdinal = 0;
4519 pCaps->AdapterOrdinalInGroup = 0;
4520 pCaps->NumberOfAdaptersInGroup = 1;
4522 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4524 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4525 WINED3DPTFILTERCAPS_MAGFPOINT |
4526 WINED3DPTFILTERCAPS_MINFLINEAR |
4527 WINED3DPTFILTERCAPS_MAGFLINEAR;
4528 pCaps->VertexTextureFilterCaps = 0;
4530 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4531 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4533 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4534 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4536 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4537 * Ignore shader model capabilities if disabled in config
4539 if(vs_selected_mode == SHADER_NONE) {
4540 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4541 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4542 pCaps->MaxVertexShaderConst = 0;
4544 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4545 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4548 if(ps_selected_mode == SHADER_NONE) {
4549 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4550 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4551 pCaps->PixelShader1xMaxValue = 0.0f;
4553 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4554 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4557 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4558 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4559 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4561 /* The following caps are shader specific, but they are things we cannot detect, or which
4562 * are the same among all shader models. So to avoid code duplication set the shader version
4563 * specific, but otherwise constant caps here
4565 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4566 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4567 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4568 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4569 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4570 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4571 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4573 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4574 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4576 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4578 pCaps->VS20Caps.Caps = 0;
4579 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4580 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4581 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4583 pCaps->MaxVShaderInstructionsExecuted = 65535;
4584 pCaps->MaxVertexShader30InstructionSlots = 0;
4585 } else { /* VS 1.x */
4586 pCaps->VS20Caps.Caps = 0;
4587 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4588 pCaps->VS20Caps.NumTemps = 0;
4589 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4591 pCaps->MaxVShaderInstructionsExecuted = 0;
4592 pCaps->MaxVertexShader30InstructionSlots = 0;
4595 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4596 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4597 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4599 /* 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 */
4600 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4601 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4602 WINED3DPS20CAPS_PREDICATION |
4603 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4604 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4605 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4606 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4607 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4608 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4610 pCaps->MaxPShaderInstructionsExecuted = 65535;
4611 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4612 adapter->gl_info.limits.arb_ps_instructions);
4614 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4616 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4617 pCaps->PS20Caps.Caps = 0;
4618 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4619 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4620 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4621 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4623 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4624 pCaps->MaxPixelShader30InstructionSlots = 0;
4625 } else { /* PS 1.x */
4626 pCaps->PS20Caps.Caps = 0;
4627 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4628 pCaps->PS20Caps.NumTemps = 0;
4629 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4630 pCaps->PS20Caps.NumInstructionSlots = 0;
4632 pCaps->MaxPShaderInstructionsExecuted = 0;
4633 pCaps->MaxPixelShader30InstructionSlots = 0;
4636 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4637 /* OpenGL supports all the formats below, perhaps not always
4638 * without conversion, but it supports them.
4639 * Further GLSL doesn't seem to have an official unsigned type so
4640 * don't advertise it yet as I'm not sure how we handle it.
4641 * We might need to add some clamping in the shader engine to
4643 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4644 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4645 WINED3DDTCAPS_UBYTE4N |
4646 WINED3DDTCAPS_SHORT2N |
4647 WINED3DDTCAPS_SHORT4N;
4648 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4650 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4651 WINED3DDTCAPS_FLOAT16_4;
4654 pCaps->DeclTypes = 0;
4656 /* Set DirectDraw helper Caps */
4657 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4658 WINEDDCKEYCAPS_SRCBLT;
4659 fx_caps = WINEDDFXCAPS_BLTALPHA |
4660 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4661 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4662 WINEDDFXCAPS_BLTROTATION90 |
4663 WINEDDFXCAPS_BLTSHRINKX |
4664 WINEDDFXCAPS_BLTSHRINKXN |
4665 WINEDDFXCAPS_BLTSHRINKY |
4666 WINEDDFXCAPS_BLTSHRINKXN |
4667 WINEDDFXCAPS_BLTSTRETCHX |
4668 WINEDDFXCAPS_BLTSTRETCHXN |
4669 WINEDDFXCAPS_BLTSTRETCHY |
4670 WINEDDFXCAPS_BLTSTRETCHYN;
4671 blit_caps = WINEDDCAPS_BLT |
4672 WINEDDCAPS_BLTCOLORFILL |
4673 WINEDDCAPS_BLTDEPTHFILL |
4674 WINEDDCAPS_BLTSTRETCH |
4675 WINEDDCAPS_CANBLTSYSMEM |
4676 WINEDDCAPS_CANCLIP |
4677 WINEDDCAPS_CANCLIPSTRETCHED |
4678 WINEDDCAPS_COLORKEY |
4679 WINEDDCAPS_COLORKEYHWASSIST |
4680 WINEDDCAPS_ALIGNBOUNDARYSRC;
4681 pal_caps = WINEDDPCAPS_8BIT |
4682 WINEDDPCAPS_PRIMARYSURFACE;
4684 /* Fill the ddraw caps structure */
4685 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4686 WINEDDCAPS_PALETTE |
4688 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4689 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4690 WINEDDCAPS2_PRIMARYGAMMA |
4691 WINEDDCAPS2_WIDESURFACES |
4692 WINEDDCAPS2_CANRENDERWINDOWED;
4693 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4694 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4695 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4696 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4697 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4698 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4699 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4700 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4701 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4702 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4703 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4704 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4706 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4707 WINEDDSCAPS_BACKBUFFER |
4709 WINEDDSCAPS_FRONTBUFFER |
4710 WINEDDSCAPS_OFFSCREENPLAIN |
4711 WINEDDSCAPS_PALETTE |
4712 WINEDDSCAPS_PRIMARYSURFACE |
4713 WINEDDSCAPS_SYSTEMMEMORY |
4714 WINEDDSCAPS_VIDEOMEMORY |
4715 WINEDDSCAPS_VISIBLE;
4716 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4718 /* Set D3D caps if OpenGL is available. */
4719 if (adapter->opengl)
4721 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4722 WINEDDSCAPS_MIPMAP |
4723 WINEDDSCAPS_TEXTURE |
4724 WINEDDSCAPS_ZBUFFER;
4725 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4731 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4732 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4734 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4735 IWineD3DDeviceImpl *object;
4738 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4739 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4741 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4742 * number and create a device without a 3D adapter for 2D only operation. */
4743 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4745 return WINED3DERR_INVALIDCALL;
4748 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4751 ERR("Failed to allocate device memory.\n");
4752 return E_OUTOFMEMORY;
4755 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4758 WARN("Failed to initialize device, hr %#x.\n", hr);
4759 HeapFree(GetProcessHeap(), 0, object);
4763 TRACE("Created device %p.\n", object);
4764 *device = (IWineD3DDevice *)object;
4766 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4771 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4773 TRACE("iface %p.\n", iface);
4775 return ((IWineD3DImpl *)iface)->parent;
4778 static void WINE_GLAPI invalid_func(const void *data)
4780 ERR("Invalid vertex attribute function called\n");
4784 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4786 ERR("Invalid texcoord function called\n");
4790 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4791 * the extension detection and are used in drawStridedSlow
4793 static void WINE_GLAPI position_d3dcolor(const void *data)
4795 DWORD pos = *((const DWORD *)data);
4797 FIXME("Add a test for fixed function position from d3dcolor type\n");
4798 glVertex4s(D3DCOLOR_B_R(pos),
4804 static void WINE_GLAPI position_float4(const void *data)
4806 const GLfloat *pos = data;
4808 if (pos[3] != 0.0f && pos[3] != 1.0f)
4810 float w = 1.0f / pos[3];
4812 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4820 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4822 DWORD diffuseColor = *((const DWORD *)data);
4824 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4825 D3DCOLOR_B_G(diffuseColor),
4826 D3DCOLOR_B_B(diffuseColor),
4827 D3DCOLOR_B_A(diffuseColor));
4830 static void WINE_GLAPI specular_d3dcolor(const void *data)
4832 DWORD specularColor = *((const DWORD *)data);
4833 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4834 D3DCOLOR_B_G(specularColor),
4835 D3DCOLOR_B_B(specularColor)};
4837 specular_func_3ubv(d);
4840 static void WINE_GLAPI warn_no_specular_func(const void *data)
4842 WARN("GL_EXT_secondary_color not supported\n");
4845 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4847 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4848 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4849 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4850 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4851 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4852 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4853 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4854 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4855 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4865 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4866 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4867 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4868 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4869 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4870 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4872 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4873 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4874 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4876 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4878 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4880 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4883 /* No 4 component entry points here */
4884 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4885 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4886 if (gl_info->supported[EXT_SECONDARY_COLOR])
4888 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4892 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4894 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4895 if (gl_info->supported[EXT_SECONDARY_COLOR])
4897 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4898 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4902 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4904 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4905 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4906 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4907 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4917 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4918 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4920 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4921 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4922 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4923 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4924 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4925 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4938 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4939 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4941 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4953 if (gl_info->supported[NV_HALF_FLOAT])
4955 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4964 /* Do not call while under the GL lock. */
4965 static BOOL InitAdapters(IWineD3DImpl *This)
4967 static HMODULE mod_gl;
4969 int ps_selected_mode, vs_selected_mode;
4971 /* No need to hold any lock. The calling library makes sure only one thread calls
4972 * wined3d simultaneously
4975 TRACE("Initializing adapters\n");
4978 #ifdef USE_WIN32_OPENGL
4979 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4980 mod_gl = LoadLibraryA("opengl32.dll");
4982 ERR("Can't load opengl32.dll!\n");
4986 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4987 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4988 mod_gl = GetModuleHandleA("gdi32.dll");
4992 /* Load WGL core functions from opengl32.dll */
4993 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4997 if(!pwglGetProcAddress) {
4998 ERR("Unable to load wglGetProcAddress!\n");
5002 /* Dynamically load all GL core functions */
5006 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5007 * otherwise because we have to use winex11.drv's override
5009 #ifdef USE_WIN32_OPENGL
5010 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5011 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5013 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5014 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5017 glEnableWINE = glEnable;
5018 glDisableWINE = glDisable;
5020 /* For now only one default adapter */
5022 struct wined3d_adapter *adapter = &This->adapters[0];
5023 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5024 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5028 WineD3D_PixelFormat *cfgs;
5029 DISPLAY_DEVICEW DisplayDevice;
5032 TRACE("Initializing default adapter\n");
5033 adapter->ordinal = 0;
5034 adapter->monitorPoint.x = -1;
5035 adapter->monitorPoint.y = -1;
5037 if (!AllocateLocallyUniqueId(&adapter->luid))
5039 DWORD err = GetLastError();
5040 ERR("Failed to set adapter LUID (%#x).\n", err);
5043 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5044 adapter->luid.HighPart, adapter->luid.LowPart);
5046 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5048 ERR("Failed to get a gl context for default adapter\n");
5052 ret = IWineD3DImpl_FillGLCaps(adapter);
5054 ERR("Failed to initialize gl caps for default adapter\n");
5055 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5058 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5060 ERR("Failed to init gl formats\n");
5061 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5065 hdc = fake_gl_ctx.dc;
5067 adapter->TextureRam = adapter->driver_info.vidmem;
5068 adapter->UsedTextureRam = 0;
5069 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5071 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5072 DisplayDevice.cb = sizeof(DisplayDevice);
5073 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5074 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5075 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5077 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5084 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5085 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5087 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5088 cfgs = adapter->cfgs;
5089 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5090 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5091 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5092 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5093 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5094 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5095 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5096 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5097 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5098 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5099 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5101 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5103 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5108 /* Cache the pixel format */
5109 cfgs->iPixelFormat = iPixelFormat;
5110 cfgs->redSize = values[0];
5111 cfgs->greenSize = values[1];
5112 cfgs->blueSize = values[2];
5113 cfgs->alphaSize = values[3];
5114 cfgs->colorSize = values[4];
5115 cfgs->depthSize = values[5];
5116 cfgs->stencilSize = values[6];
5117 cfgs->windowDrawable = values[7];
5118 cfgs->iPixelType = values[8];
5119 cfgs->doubleBuffer = values[9];
5120 cfgs->auxBuffers = values[10];
5122 cfgs->numSamples = 0;
5123 /* Check multisample support */
5124 if (gl_info->supported[ARB_MULTISAMPLE])
5126 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5128 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5129 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5130 * value[1] = number of multi sample buffers*/
5132 cfgs->numSamples = value[1];
5136 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5137 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5138 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5139 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5140 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5146 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5147 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5148 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5150 cfgs = adapter->cfgs;
5151 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5153 PIXELFORMATDESCRIPTOR ppfd;
5155 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5159 /* We only want HW acceleration using an OpenGL ICD driver.
5160 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5161 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5163 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5165 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5169 cfgs->iPixelFormat = iPixelFormat;
5170 cfgs->redSize = ppfd.cRedBits;
5171 cfgs->greenSize = ppfd.cGreenBits;
5172 cfgs->blueSize = ppfd.cBlueBits;
5173 cfgs->alphaSize = ppfd.cAlphaBits;
5174 cfgs->colorSize = ppfd.cColorBits;
5175 cfgs->depthSize = ppfd.cDepthBits;
5176 cfgs->stencilSize = ppfd.cStencilBits;
5177 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5178 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5179 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5180 cfgs->auxBuffers = ppfd.cAuxBuffers;
5181 cfgs->numSamples = 0;
5183 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5184 "depth=%d, stencil=%d, windowDrawable=%d\n",
5185 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5186 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5187 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5192 /* 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 */
5195 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5197 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5198 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5203 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5204 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5205 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5206 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5207 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5208 * driver is allowed to consume more bits EXCEPT for stencil bits.
5210 * Mark an adapter with this broken stencil behavior.
5212 adapter->brokenStencil = TRUE;
5213 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5215 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5216 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5217 adapter->brokenStencil = FALSE;
5222 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5224 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5225 fillGLAttribFuncs(&adapter->gl_info);
5226 adapter->opengl = TRUE;
5228 This->adapter_count = 1;
5229 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5234 /* Initialize an adapter for ddraw-only memory counting */
5235 memset(This->adapters, 0, sizeof(This->adapters));
5236 This->adapters[0].ordinal = 0;
5237 This->adapters[0].opengl = FALSE;
5238 This->adapters[0].monitorPoint.x = -1;
5239 This->adapters[0].monitorPoint.y = -1;
5241 This->adapters[0].driver_info.name = "Display";
5242 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5243 if(wined3d_settings.emulated_textureram) {
5244 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5246 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5249 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5251 This->adapter_count = 1;
5255 /**********************************************************
5256 * IWineD3D VTbl follows
5257 **********************************************************/
5259 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5262 IWineD3DImpl_QueryInterface,
5263 IWineD3DImpl_AddRef,
5264 IWineD3DImpl_Release,
5266 IWineD3DImpl_GetParent,
5267 IWineD3DImpl_GetAdapterCount,
5268 IWineD3DImpl_RegisterSoftwareDevice,
5269 IWineD3DImpl_GetAdapterMonitor,
5270 IWineD3DImpl_GetAdapterModeCount,
5271 IWineD3DImpl_EnumAdapterModes,
5272 IWineD3DImpl_GetAdapterDisplayMode,
5273 IWineD3DImpl_GetAdapterIdentifier,
5274 IWineD3DImpl_CheckDeviceMultiSampleType,
5275 IWineD3DImpl_CheckDepthStencilMatch,
5276 IWineD3DImpl_CheckDeviceType,
5277 IWineD3DImpl_CheckDeviceFormat,
5278 IWineD3DImpl_CheckDeviceFormatConversion,
5279 IWineD3DImpl_GetDeviceCaps,
5280 IWineD3DImpl_CreateDevice
5283 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5285 const struct wined3d_parent_ops wined3d_null_parent_ops =
5287 wined3d_null_wined3d_object_destroyed,
5290 /* Do not call while under the GL lock. */
5291 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5293 wined3d->lpVtbl = &IWineD3D_Vtbl;
5294 wined3d->dxVersion = version;
5296 wined3d->parent = parent;
5298 if (!InitAdapters(wined3d))
5300 WARN("Failed to initialize adapters.\n");
5303 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);