2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
331 struct wined3d_adapter *adapter = D3DDevice->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532 wglFinish(); /* just to be sure */
534 memset(check, 0, sizeof(check));
535 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536 checkGLcall("Reading back the PBO test texture");
538 glDeleteTextures(1, &texture);
539 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540 checkGLcall("PBO test cleanup");
544 if (memcmp(check, pattern, sizeof(check)))
546 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
552 TRACE_(d3d_caps)("PBO test successful.\n");
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
559 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566 if (card_vendor != HW_VENDOR_ATI) return FALSE;
567 if (device == CARD_ATI_RADEON_X1600) return FALSE;
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 return gl_vendor == GL_VENDOR_FGLRX;
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
581 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
587 * dx10 cards usually have 64 varyings */
588 return gl_info->limits.glsl_varyings > 44;
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
598 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
602 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603 error = glGetError();
606 if(error == GL_NO_ERROR)
608 TRACE("GL Implementation accepts 4 component specular color pointers\n");
613 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614 debug_glerror(error));
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623 return gl_info->supported[NV_TEXTURE_SHADER];
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
633 const char *testcode =
635 "OPTION NV_vertex_program2;\n"
636 "MOV result.clip[0], 0.0;\n"
637 "MOV result.position, 0.0;\n"
640 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
645 GL_EXTCALL(glGenProgramsARB(1, &prog));
648 ERR("Failed to create the NVvp clip test program\n");
652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654 strlen(testcode), testcode));
655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
658 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
677 char data[4 * 4 * 4];
681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
683 memset(data, 0xcc, sizeof(data));
687 glGenTextures(1, &tex);
688 glBindTexture(GL_TEXTURE_2D, tex);
689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692 checkGLcall("glTexImage2D");
694 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697 checkGLcall("glFramebufferTexture2D");
699 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701 checkGLcall("glCheckFramebufferStatus");
703 memset(data, 0x11, sizeof(data));
704 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705 checkGLcall("glTexSubImage2D");
707 glClearColor(0.996, 0.729, 0.745, 0.792);
708 glClear(GL_COLOR_BUFFER_BIT);
709 checkGLcall("glClear");
711 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712 checkGLcall("glGetTexImage");
714 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716 glBindTexture(GL_TEXTURE_2D, 0);
717 checkGLcall("glBindTexture");
719 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720 glDeleteTextures(1, &tex);
721 checkGLcall("glDeleteTextures");
725 return *(DWORD *)data == 0x11111111;
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
730 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
738 quirk_arb_constants(gl_info);
739 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741 * allow 48 different offsets or other helper immediate values. */
742 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750 * most games, but avoids the crash
752 * A more sophisticated way would be to find all units that need texture coordinates and enable
753 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
756 * Note that disabling the extension entirely does not gain predictability because there is no point
757 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
760 if (gl_info->supported[ARB_POINT_SPRITE])
762 TRACE("Limiting point sprites to one texture unit.\n");
763 gl_info->limits.point_sprite_units = 1;
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
769 quirk_arb_constants(gl_info);
771 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773 * If real NP2 textures are used, the driver falls back to software. We could just remove the
774 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
779 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780 * has this extension promoted to core. The extension loading code sets this extension supported
781 * due to that, so this code works on fglrx as well. */
782 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
784 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
789 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790 * it is generally more efficient. Reserve just 8 constants. */
791 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
797 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
804 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805 * triggering the software fallback. There is not much we can do here apart from disabling the
806 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807 * in IWineD3DImpl_FillGLCaps).
808 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809 * post-processing effects in the game "Max Payne 2").
810 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
811 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
818 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822 * according to the spec.
824 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825 * makes the shader slower and eats instruction slots which should be available to the d3d app.
827 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829 * this workaround is activated on cards that do not need it, it won't break things, just affect
830 * performance negatively. */
831 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
837 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
847 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
853 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
863 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865 void (*apply)(struct wined3d_gl_info *gl_info);
866 const char *description;
869 static const struct driver_quirk quirk_table[] =
872 match_ati_r300_to_500,
874 "ATI GLSL constant and normalized texrect quirk"
876 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877 * used it falls back to software. While the compiler can detect if the shader uses all declared
878 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879 * using relative addressing falls back to software.
881 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
884 quirk_apple_glsl_constants,
885 "Apple GLSL uniform override"
890 "Geforce 5 NP2 disable"
895 "Init texcoord .w for Apple Intel GPU driver"
898 match_apple_nonr500ati,
900 "Init texcoord .w for Apple ATI >= r600 GPU driver"
904 quirk_one_point_sprite,
905 "Fglrx point sprite crash workaround"
910 "Reserved varying for gl_ClipPos"
913 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914 * GL implementations accept it. The Mac GL is the only implementation known to
917 * If we can pass 4 component specular colors, do it, because (a) we don't have
918 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919 * passes specular alpha to the pixel shader if any is used. Otherwise the
920 * specular alpha is used to pass the fog coordinate, which we pass to opengl
921 * via GL_EXT_fog_coord.
923 match_allows_spec_alpha,
924 quirk_allows_specular_alpha,
925 "Allow specular alpha quirk"
928 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
933 "Apple NV_texture_shader disable"
936 match_broken_nv_clip,
937 quirk_disable_nvvp_clip,
938 "Apple NV_vertex_program clip bug quirk"
941 match_fbo_tex_update,
942 quirk_fbo_tex_update,
943 "FBO rebind for attachment updates"
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948 * reporting a driver version is moot because we are not the Windows driver, and we have different
949 * bugs, features, etc.
951 * The driver version has the form "x.y.z.w".
953 * "x" is the Windows version the driver is meant for:
960 * "y" is the Direct3D level the driver supports:
967 * "z" is unknown, possibly vendor specific.
969 * "w" is the vendor specific driver version.
971 struct driver_version_information
973 WORD vendor; /* reported PCI card vendor ID */
974 WORD card; /* reported PCI card device ID */
975 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
976 WORD d3d_level; /* driver hiword to report */
977 WORD lopart_hi, lopart_lo; /* driver loword to report */
980 static const struct driver_version_information driver_version_table[] =
982 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
984 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
987 * All version numbers used below are from the Linux nvidia drivers. */
988 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
989 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
990 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1020 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1022 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1023 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1034 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1040 OSVERSIONINFOW os_version;
1041 WORD driver_os_version;
1044 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1046 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047 vendor = wined3d_settings.pci_vendor_id;
1049 driver_info->vendor = vendor;
1051 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1053 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054 device = wined3d_settings.pci_device_id;
1056 driver_info->device = device;
1061 driver_info->name = "ati2dvag.dll";
1064 case HW_VENDOR_NVIDIA:
1065 driver_info->name = "nv4_disp.dll";
1068 case HW_VENDOR_INTEL:
1070 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071 driver_info->name = "Display";
1075 memset(&os_version, 0, sizeof(os_version));
1076 os_version.dwOSVersionInfoSize = sizeof(os_version);
1077 if (!GetVersionExW(&os_version))
1079 ERR("Failed to get OS version, reporting 2000/XP.\n");
1080 driver_os_version = 6;
1084 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085 switch (os_version.dwMajorVersion)
1088 driver_os_version = 4;
1092 driver_os_version = 6;
1096 if (os_version.dwMinorVersion == 0)
1098 driver_os_version = 7;
1102 if (os_version.dwMinorVersion > 1)
1104 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105 os_version.dwMajorVersion, os_version.dwMinorVersion);
1107 driver_os_version = 8;
1112 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113 os_version.dwMajorVersion, os_version.dwMinorVersion);
1114 driver_os_version = 6;
1119 driver_info->description = "Direct3D HAL";
1120 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1125 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1127 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1129 driver_info->description = driver_version_table[i].description;
1130 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132 driver_version_table[i].lopart_lo);
1137 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138 driver_info->version_high, driver_info->version_low);
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1147 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1149 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151 quirk_table[i].apply(gl_info);
1154 /* Find out if PBOs work as they are supposed to. */
1155 test_pbo_functionality(gl_info);
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1160 const char *ptr = gl_version;
1164 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1166 while (isdigit(*ptr)) ++ptr;
1167 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1171 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1173 return MAKEDWORD_VERSION(major, minor);
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1179 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1183 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189 * DirectDraw, not OpenGL. */
1190 if (gl_info->supported[APPLE_FENCE]
1191 && gl_info->supported[APPLE_CLIENT_STORAGE]
1192 && gl_info->supported[APPLE_FLUSH_RENDER]
1193 && gl_info->supported[APPLE_YCBCR_422])
1194 return GL_VENDOR_APPLE;
1196 if (strstr(gl_vendor_string, "NVIDIA"))
1197 return GL_VENDOR_NVIDIA;
1199 if (strstr(gl_vendor_string, "ATI"))
1200 return GL_VENDOR_FGLRX;
1202 if (strstr(gl_vendor_string, "Intel(R)")
1203 || strstr(gl_renderer, "Intel(R)")
1204 || strstr(gl_vendor_string, "Intel Inc."))
1205 return GL_VENDOR_INTEL;
1207 if (strstr(gl_vendor_string, "Mesa")
1208 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209 || strstr(gl_vendor_string, "DRI R300 Project")
1210 || strstr(gl_vendor_string, "X.Org R300 Project")
1211 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212 || strstr(gl_vendor_string, "VMware, Inc.")
1213 || strstr(gl_renderer, "Mesa")
1214 || strstr(gl_renderer, "Gallium"))
1215 return GL_VENDOR_MESA;
1217 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218 debugstr_a(gl_vendor_string));
1220 return GL_VENDOR_UNKNOWN;
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1225 if (strstr(gl_vendor_string, "NVIDIA"))
1226 return HW_VENDOR_NVIDIA;
1228 if (strstr(gl_vendor_string, "ATI")
1229 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230 || strstr(gl_vendor_string, "X.Org R300 Project")
1231 || strstr(gl_vendor_string, "DRI R300 Project"))
1232 return HW_VENDOR_ATI;
1234 if (strstr(gl_vendor_string, "Intel(R)")
1235 || strstr(gl_renderer, "Intel(R)")
1236 || strstr(gl_vendor_string, "Intel Inc."))
1237 return HW_VENDOR_INTEL;
1239 if (strstr(gl_vendor_string, "Mesa")
1240 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241 || strstr(gl_vendor_string, "VMware, Inc."))
1242 return HW_VENDOR_SOFTWARE;
1244 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1246 return HW_VENDOR_NVIDIA;
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252 const char *gl_renderer, unsigned int *vidmem)
1254 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1255 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1257 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1259 /* Geforce 200 - highend */
1260 if (strstr(gl_renderer, "GTX 280")
1261 || strstr(gl_renderer, "GTX 285")
1262 || strstr(gl_renderer, "GTX 295"))
1265 return CARD_NVIDIA_GEFORCE_GTX280;
1268 /* Geforce 200 - midend high */
1269 if (strstr(gl_renderer, "GTX 275"))
1272 return CARD_NVIDIA_GEFORCE_GTX275;
1275 /* Geforce 200 - midend */
1276 if (strstr(gl_renderer, "GTX 260"))
1279 return CARD_NVIDIA_GEFORCE_GTX260;
1281 /* Geforce 200 - midend */
1282 if (strstr(gl_renderer, "GT 240"))
1285 return CARD_NVIDIA_GEFORCE_GT240;
1288 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1289 if (strstr(gl_renderer, "9800")
1290 || strstr(gl_renderer, "GTS 150")
1291 || strstr(gl_renderer, "GTS 250"))
1294 return CARD_NVIDIA_GEFORCE_9800GT;
1297 /* Geforce9 - midend */
1298 if (strstr(gl_renderer, "9600"))
1300 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1301 return CARD_NVIDIA_GEFORCE_9600GT;
1304 /* Geforce9 - midend low / Geforce 200 - low */
1305 if (strstr(gl_renderer, "9500")
1306 || strstr(gl_renderer, "GT 120")
1307 || strstr(gl_renderer, "GT 130"))
1309 *vidmem = 256; /* The 9500GT has 256-1024MB */
1310 return CARD_NVIDIA_GEFORCE_9500GT;
1313 /* Geforce9 - lowend */
1314 if (strstr(gl_renderer, "9400"))
1316 *vidmem = 256; /* The 9400GT has 256-1024MB */
1317 return CARD_NVIDIA_GEFORCE_9400GT;
1320 /* Geforce9 - lowend low */
1321 if (strstr(gl_renderer, "9100")
1322 || strstr(gl_renderer, "9200")
1323 || strstr(gl_renderer, "9300")
1324 || strstr(gl_renderer, "G 100"))
1326 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1327 return CARD_NVIDIA_GEFORCE_9200;
1330 /* Geforce8 - highend */
1331 if (strstr(gl_renderer, "8800"))
1333 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1334 return CARD_NVIDIA_GEFORCE_8800GTS;
1337 /* Geforce8 - midend mobile */
1338 if (strstr(gl_renderer, "8600 M"))
1341 return CARD_NVIDIA_GEFORCE_8600MGT;
1344 /* Geforce8 - midend */
1345 if (strstr(gl_renderer, "8600")
1346 || strstr(gl_renderer, "8700"))
1349 return CARD_NVIDIA_GEFORCE_8600GT;
1352 /* Geforce8 - lowend */
1353 if (strstr(gl_renderer, "8100")
1354 || strstr(gl_renderer, "8200")
1355 || strstr(gl_renderer, "8300")
1356 || strstr(gl_renderer, "8400")
1357 || strstr(gl_renderer, "8500"))
1359 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1360 return CARD_NVIDIA_GEFORCE_8300GS;
1363 /* Geforce7 - highend */
1364 if (strstr(gl_renderer, "7800")
1365 || strstr(gl_renderer, "7900")
1366 || strstr(gl_renderer, "7950")
1367 || strstr(gl_renderer, "Quadro FX 4")
1368 || strstr(gl_renderer, "Quadro FX 5"))
1370 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1371 return CARD_NVIDIA_GEFORCE_7800GT;
1374 /* Geforce7 midend */
1375 if (strstr(gl_renderer, "7600")
1376 || strstr(gl_renderer, "7700"))
1378 *vidmem = 256; /* The 7600 uses 256-512MB */
1379 return CARD_NVIDIA_GEFORCE_7600;
1382 /* Geforce7 lower medium */
1383 if (strstr(gl_renderer, "7400"))
1385 *vidmem = 256; /* The 7400 uses 256-512MB */
1386 return CARD_NVIDIA_GEFORCE_7400;
1389 /* Geforce7 lowend */
1390 if (strstr(gl_renderer, "7300"))
1392 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1393 return CARD_NVIDIA_GEFORCE_7300;
1396 /* Geforce6 highend */
1397 if (strstr(gl_renderer, "6800"))
1399 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1400 return CARD_NVIDIA_GEFORCE_6800;
1403 /* Geforce6 - midend */
1404 if (strstr(gl_renderer, "6600")
1405 || strstr(gl_renderer, "6610")
1406 || strstr(gl_renderer, "6700"))
1408 *vidmem = 128; /* A 6600GT has 128-256MB */
1409 return CARD_NVIDIA_GEFORCE_6600GT;
1412 /* Geforce6/7 lowend */
1414 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1417 if (WINE_D3D9_CAPABLE(gl_info))
1419 /* GeforceFX - highend */
1420 if (strstr(gl_renderer, "5800")
1421 || strstr(gl_renderer, "5900")
1422 || strstr(gl_renderer, "5950")
1423 || strstr(gl_renderer, "Quadro FX"))
1425 *vidmem = 256; /* 5800-5900 cards use 256MB */
1426 return CARD_NVIDIA_GEFORCEFX_5800;
1429 /* GeforceFX - midend */
1430 if (strstr(gl_renderer, "5600")
1431 || strstr(gl_renderer, "5650")
1432 || strstr(gl_renderer, "5700")
1433 || strstr(gl_renderer, "5750"))
1435 *vidmem = 128; /* A 5600 uses 128-256MB */
1436 return CARD_NVIDIA_GEFORCEFX_5600;
1439 /* GeforceFX - lowend */
1440 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1441 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1444 if (WINE_D3D8_CAPABLE(gl_info))
1446 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1448 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1449 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1452 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1453 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1456 if (WINE_D3D7_CAPABLE(gl_info))
1458 if (strstr(gl_renderer, "GeForce4 MX"))
1460 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1461 * early models had 32MB but most have 64MB or even 128MB. */
1463 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1466 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1468 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1469 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1472 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1474 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1475 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1478 /* Most Geforce1 cards have 32MB, there are also some rare 16
1479 * and 64MB (Dell) models. */
1481 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1484 if (strstr(gl_renderer, "TNT2"))
1486 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1487 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1490 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1491 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1495 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1496 const char *gl_renderer, unsigned int *vidmem)
1498 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1500 * Beware: renderer string do not match exact card model,
1501 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1502 if (WINE_D3D9_CAPABLE(gl_info))
1504 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1505 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1506 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1507 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1509 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1510 return CARD_ATI_RADEON_HD5800;
1513 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1514 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1515 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1516 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1518 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1519 return CARD_ATI_RADEON_HD5700;
1522 /* Radeon R7xx HD4800 - highend */
1523 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1524 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1525 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1526 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1527 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1529 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1530 return CARD_ATI_RADEON_HD4800;
1533 /* Radeon R740 HD4700 - midend */
1534 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1535 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1538 return CARD_ATI_RADEON_HD4700;
1541 /* Radeon R730 HD4600 - midend */
1542 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1543 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1544 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1547 return CARD_ATI_RADEON_HD4600;
1550 /* Radeon R710 HD4500/HD4350 - lowend */
1551 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1552 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1555 return CARD_ATI_RADEON_HD4350;
1558 /* Radeon R6xx HD2900/HD3800 - highend */
1559 if (strstr(gl_renderer, "HD 2900")
1560 || strstr(gl_renderer, "HD 3870")
1561 || strstr(gl_renderer, "HD 3850"))
1563 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1564 return CARD_ATI_RADEON_HD2900;
1567 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1568 if (strstr(gl_renderer, "HD 2600")
1569 || strstr(gl_renderer, "HD 3830")
1570 || strstr(gl_renderer, "HD 3690")
1571 || strstr(gl_renderer, "HD 3650"))
1573 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1574 return CARD_ATI_RADEON_HD2600;
1577 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1578 if (strstr(gl_renderer, "HD 2300")
1579 || strstr(gl_renderer, "HD 2400")
1580 || strstr(gl_renderer, "HD 3470")
1581 || strstr(gl_renderer, "HD 3450")
1582 || strstr(gl_renderer, "HD 3430")
1583 || strstr(gl_renderer, "HD 3400"))
1585 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1586 return CARD_ATI_RADEON_HD2300;
1589 /* Radeon R6xx/R7xx integrated */
1590 if (strstr(gl_renderer, "HD 3100")
1591 || strstr(gl_renderer, "HD 3200")
1592 || strstr(gl_renderer, "HD 3300"))
1594 *vidmem = 128; /* 128MB */
1595 return CARD_ATI_RADEON_HD3200;
1599 if (strstr(gl_renderer, "X1600")
1600 || strstr(gl_renderer, "X1650")
1601 || strstr(gl_renderer, "X1800")
1602 || strstr(gl_renderer, "X1900")
1603 || strstr(gl_renderer, "X1950"))
1605 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1606 return CARD_ATI_RADEON_X1600;
1609 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1610 if (strstr(gl_renderer, "X700")
1611 || strstr(gl_renderer, "X800")
1612 || strstr(gl_renderer, "X850")
1613 || strstr(gl_renderer, "X1300")
1614 || strstr(gl_renderer, "X1400")
1615 || strstr(gl_renderer, "X1450")
1616 || strstr(gl_renderer, "X1550"))
1618 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1619 return CARD_ATI_RADEON_X700;
1622 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1623 if (strstr(gl_renderer, "Radeon Xpress"))
1625 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1626 return CARD_ATI_RADEON_XPRESS_200M;
1630 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1631 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1634 if (WINE_D3D8_CAPABLE(gl_info))
1636 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1637 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1640 if (WINE_D3D7_CAPABLE(gl_info))
1642 *vidmem = 32; /* There are models with up to 64MB */
1643 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1646 *vidmem = 16; /* There are 16-32MB models */
1647 return CARD_ATI_RAGE_128PRO;
1651 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1652 const char *gl_renderer, unsigned int *vidmem)
1654 if (strstr(gl_renderer, "X3100"))
1656 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1658 return CARD_INTEL_X3100;
1661 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1663 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1665 return CARD_INTEL_I945GM;
1668 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1669 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1670 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1671 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1672 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1673 return CARD_INTEL_I915G;
1677 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1678 const char *gl_renderer, unsigned int *vidmem)
1680 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1682 * Beware: renderer string do not match exact card model,
1683 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1684 if (strstr(gl_renderer, "Gallium"))
1686 /* Radeon R7xx HD4800 - highend */
1687 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1688 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1689 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1691 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1692 return CARD_ATI_RADEON_HD4800;
1695 /* Radeon R740 HD4700 - midend */
1696 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1699 return CARD_ATI_RADEON_HD4700;
1702 /* Radeon R730 HD4600 - midend */
1703 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1706 return CARD_ATI_RADEON_HD4600;
1709 /* Radeon R710 HD4500/HD4350 - lowend */
1710 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1713 return CARD_ATI_RADEON_HD4350;
1716 /* Radeon R6xx HD2900/HD3800 - highend */
1717 if (strstr(gl_renderer, "R600")
1718 || strstr(gl_renderer, "RV670")
1719 || strstr(gl_renderer, "R680"))
1721 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1722 return CARD_ATI_RADEON_HD2900;
1725 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1726 if (strstr(gl_renderer, "RV630")
1727 || strstr(gl_renderer, "RV635"))
1729 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1730 return CARD_ATI_RADEON_HD2600;
1733 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1734 if (strstr(gl_renderer, "RV610")
1735 || strstr(gl_renderer, "RV620"))
1737 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1738 return CARD_ATI_RADEON_HD2300;
1741 /* Radeon R6xx/R7xx integrated */
1742 if (strstr(gl_renderer, "RS780")
1743 || strstr(gl_renderer, "RS880"))
1745 *vidmem = 128; /* 128MB */
1746 return CARD_ATI_RADEON_HD3200;
1750 if (strstr(gl_renderer, "RV530")
1751 || strstr(gl_renderer, "RV535")
1752 || strstr(gl_renderer, "RV560")
1753 || strstr(gl_renderer, "R520")
1754 || strstr(gl_renderer, "RV570")
1755 || strstr(gl_renderer, "R580"))
1757 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1758 return CARD_ATI_RADEON_X1600;
1761 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1762 if (strstr(gl_renderer, "R410")
1763 || strstr(gl_renderer, "R420")
1764 || strstr(gl_renderer, "R423")
1765 || strstr(gl_renderer, "R430")
1766 || strstr(gl_renderer, "R480")
1767 || strstr(gl_renderer, "R481")
1768 || strstr(gl_renderer, "RV410")
1769 || strstr(gl_renderer, "RV515")
1770 || strstr(gl_renderer, "RV516"))
1772 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1773 return CARD_ATI_RADEON_X700;
1776 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1777 if (strstr(gl_renderer, "RS400")
1778 || strstr(gl_renderer, "RS480")
1779 || strstr(gl_renderer, "RS482")
1780 || strstr(gl_renderer, "RS485")
1781 || strstr(gl_renderer, "RS600")
1782 || strstr(gl_renderer, "RS690")
1783 || strstr(gl_renderer, "RS740"))
1785 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1786 return CARD_ATI_RADEON_XPRESS_200M;
1790 if (strstr(gl_renderer, "R300")
1791 || strstr(gl_renderer, "RV350")
1792 || strstr(gl_renderer, "RV351")
1793 || strstr(gl_renderer, "RV360")
1794 || strstr(gl_renderer, "RV370")
1795 || strstr(gl_renderer, "R350")
1796 || strstr(gl_renderer, "R360"))
1798 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1799 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1803 if (WINE_D3D9_CAPABLE(gl_info))
1805 /* Radeon R7xx HD4800 - highend */
1806 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1807 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1808 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1810 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1811 return CARD_ATI_RADEON_HD4800;
1814 /* Radeon R740 HD4700 - midend */
1815 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1818 return CARD_ATI_RADEON_HD4700;
1821 /* Radeon R730 HD4600 - midend */
1822 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1825 return CARD_ATI_RADEON_HD4600;
1828 /* Radeon R710 HD4500/HD4350 - lowend */
1829 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1832 return CARD_ATI_RADEON_HD4350;
1835 /* Radeon R6xx HD2900/HD3800 - highend */
1836 if (strstr(gl_renderer, "(R600")
1837 || strstr(gl_renderer, "(RV670")
1838 || strstr(gl_renderer, "(R680"))
1840 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1841 return CARD_ATI_RADEON_HD2900;
1844 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1845 if (strstr(gl_renderer, "(RV630")
1846 || strstr(gl_renderer, "(RV635"))
1848 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1849 return CARD_ATI_RADEON_HD2600;
1852 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1853 if (strstr(gl_renderer, "(RV610")
1854 || strstr(gl_renderer, "(RV620"))
1856 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1857 return CARD_ATI_RADEON_HD2300;
1860 /* Radeon R6xx/R7xx integrated */
1861 if (strstr(gl_renderer, "(RS780")
1862 || strstr(gl_renderer, "(RS880"))
1864 *vidmem = 128; /* 128MB */
1865 return CARD_ATI_RADEON_HD3200;
1869 if (WINE_D3D8_CAPABLE(gl_info))
1871 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1872 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1875 if (WINE_D3D7_CAPABLE(gl_info))
1877 *vidmem = 32; /* There are models with up to 64MB */
1878 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1881 *vidmem = 16; /* There are 16-32MB models */
1882 return CARD_ATI_RAGE_128PRO;
1886 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1887 const char *gl_renderer, unsigned int *vidmem)
1889 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1890 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1891 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1892 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1893 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1894 return CARD_NVIDIA_RIVA_128;
1897 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1898 const char *gl_renderer, unsigned int *vidmem)
1900 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1901 return CARD_INTEL_I915G;
1905 struct vendor_card_selection
1907 enum wined3d_gl_vendor gl_vendor;
1908 enum wined3d_pci_vendor card_vendor;
1909 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1910 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1911 unsigned int *vidmem );
1914 static const struct vendor_card_selection vendor_card_select_table[] =
1916 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1917 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1918 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1919 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1920 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1921 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1922 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1923 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1927 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1928 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1930 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1931 * different GPUs with roughly the same features. In most cases GPUs from a
1932 * certain family differ in clockspeeds, the amount of video memory and the
1933 * number of shader pipelines.
1935 * A Direct3D device object contains the PCI id (vendor + device) of the
1936 * videocard which is used for rendering. Various applications use this
1937 * information to get a rough estimation of the features of the card and
1938 * some might use it for enabling 3d effects only on certain types of
1939 * videocards. In some cases games might even use it to work around bugs
1940 * which happen on certain videocards/driver combinations. The problem is
1941 * that OpenGL only exposes a rendering string containing the name of the
1942 * videocard and not the PCI id.
1944 * Various games depend on the PCI id, so somehow we need to provide one.
1945 * A simple option is to parse the renderer string and translate this to
1946 * the right PCI id. This is a lot of work because there are more than 200
1947 * GPUs just for Nvidia. Various cards share the same renderer string, so
1948 * the amount of code might be 'small' but there are quite a number of
1949 * exceptions which would make this a pain to maintain. Another way would
1950 * be to query the PCI id from the operating system (assuming this is the
1951 * videocard which is used for rendering which is not always the case).
1952 * This would work but it is not very portable. Second it would not work
1953 * well in, let's say, a remote X situation in which the amount of 3d
1954 * features which can be used is limited.
1956 * As said most games only use the PCI id to get an indication of the
1957 * capabilities of the card. It doesn't really matter if the given id is
1958 * the correct one if we return the id of a card with similar 3d features.
1960 * The code below checks the OpenGL capabilities of a videocard and matches
1961 * that to a certain level of Direct3D functionality. Once a card passes
1962 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1963 * least a GeforceFX. To give a better estimate we do a basic check on the
1964 * renderer string but if that won't pass we return a default card. This
1965 * way is better than maintaining a full card database as even without a
1966 * full database we can return a card with similar features. Second the
1967 * size of the database can be made quite small because when you know what
1968 * type of 3d functionality a card has, you know to which GPU family the
1969 * GPU must belong. Because of this you only have to check a small part of
1970 * the renderer string to distinguishes between different models from that
1973 * The code also selects a default amount of video memory which we will
1974 * use for an estimation of the amount of free texture memory. In case of
1975 * real D3D the amount of texture memory includes video memory and system
1976 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1977 * HyperMemory). We don't know how much system memory can be addressed by
1978 * the system but we can make a reasonable estimation about the amount of
1979 * video memory. If the value is slightly wrong it doesn't matter as we
1980 * didn't include AGP-like memory which makes the amount of addressable
1981 * memory higher and second OpenGL isn't that critical it moves to system
1982 * memory behind our backs if really needed. Note that the amount of video
1983 * memory can be overruled using a registry setting. */
1987 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1989 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1990 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1992 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1993 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1996 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1997 *gl_vendor, *card_vendor);
1999 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2000 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2001 * them a good generic choice. */
2002 *card_vendor = HW_VENDOR_NVIDIA;
2003 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2004 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2005 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2006 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2007 return CARD_NVIDIA_RIVA_128;
2010 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2012 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2013 int vs_selected_mode, ps_selected_mode;
2015 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2016 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2017 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2018 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2019 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2020 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2021 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2022 else return &ffp_fragment_pipeline;
2025 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2027 int vs_selected_mode, ps_selected_mode;
2029 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2030 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2031 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2032 return &none_shader_backend;
2035 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2037 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2038 int vs_selected_mode, ps_selected_mode;
2040 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2041 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2042 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2043 else return &ffp_blit;
2046 /* Context activation is done by the caller. */
2047 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2049 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2050 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2051 const char *GL_Extensions = NULL;
2052 const char *WGL_Extensions = NULL;
2053 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2054 struct fragment_caps fragment_caps;
2055 enum wined3d_gl_vendor gl_vendor;
2056 enum wined3d_pci_vendor card_vendor;
2057 enum wined3d_pci_device device;
2059 GLfloat gl_floatv[2];
2062 unsigned int vidmem=0;
2066 TRACE_(d3d_caps)("(%p)\n", gl_info);
2070 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2071 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2072 if (!gl_renderer_str)
2075 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2079 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2080 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2084 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2088 /* Parse the GL_VERSION field into major and minor information */
2089 gl_version_str = (const char *)glGetString(GL_VERSION);
2090 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2091 if (!gl_version_str)
2094 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2097 gl_version = wined3d_parse_gl_version(gl_version_str);
2100 * Initialize openGL extension related variables
2101 * with Default values
2103 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2104 gl_info->limits.blends = 1;
2105 gl_info->limits.buffers = 1;
2106 gl_info->limits.textures = 1;
2107 gl_info->limits.fragment_samplers = 1;
2108 gl_info->limits.vertex_samplers = 0;
2109 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2110 gl_info->limits.sampler_stages = 1;
2111 gl_info->limits.glsl_vs_float_constants = 0;
2112 gl_info->limits.glsl_ps_float_constants = 0;
2113 gl_info->limits.arb_vs_float_constants = 0;
2114 gl_info->limits.arb_vs_native_constants = 0;
2115 gl_info->limits.arb_vs_instructions = 0;
2116 gl_info->limits.arb_vs_temps = 0;
2117 gl_info->limits.arb_ps_float_constants = 0;
2118 gl_info->limits.arb_ps_local_constants = 0;
2119 gl_info->limits.arb_ps_instructions = 0;
2120 gl_info->limits.arb_ps_temps = 0;
2122 /* Retrieve opengl defaults */
2123 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2124 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2125 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2127 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2128 gl_info->limits.lights = gl_max;
2129 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2131 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2132 gl_info->limits.texture_size = gl_max;
2133 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2135 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2136 gl_info->limits.pointsize_min = gl_floatv[0];
2137 gl_info->limits.pointsize_max = gl_floatv[1];
2138 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2140 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2141 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2145 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2151 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2153 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2155 while (*GL_Extensions)
2158 char current_ext[256];
2160 while (isspace(*GL_Extensions)) ++GL_Extensions;
2161 start = GL_Extensions;
2162 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2164 len = GL_Extensions - start;
2165 if (!len || len >= sizeof(current_ext)) continue;
2167 memcpy(current_ext, start, len);
2168 current_ext[len] = '\0';
2169 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2171 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2173 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2175 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2176 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2182 /* Now work out what GL support this card really has */
2183 #define USE_GL_FUNC(type, pfn, ext, replace) \
2185 DWORD ver = ver_for_ext(ext); \
2186 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2187 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2188 else gl_info->pfn = NULL; \
2193 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2199 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2200 * loading the functions, otherwise the code above will load the extension entry points instead of the
2201 * core functions, which may not work. */
2202 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2204 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2205 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2207 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2208 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2212 if (gl_info->supported[APPLE_FENCE])
2214 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2215 * The apple extension interacts with some other apple exts. Disable the NV
2216 * extension if the apple one is support to prevent confusion in other parts
2218 gl_info->supported[NV_FENCE] = FALSE;
2220 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2222 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2224 * The enums are the same:
2225 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2226 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2227 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2228 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2229 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2231 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2233 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2234 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2236 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2238 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2239 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2242 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2244 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2245 * functionality. Prefer the ARB extension */
2246 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2248 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2250 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2251 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2253 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2255 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2256 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2258 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2260 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2261 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2263 if (gl_info->supported[NV_TEXTURE_SHADER2])
2265 if (gl_info->supported[NV_REGISTER_COMBINERS])
2267 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2268 * are supported. The nv extensions provide the same functionality as the
2269 * ATI one, and a bit more(signed pixelformats). */
2270 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2274 if (gl_info->supported[NV_REGISTER_COMBINERS])
2276 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2277 gl_info->limits.general_combiners = gl_max;
2278 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2280 if (gl_info->supported[ARB_DRAW_BUFFERS])
2282 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2283 gl_info->limits.buffers = gl_max;
2284 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2286 if (gl_info->supported[ARB_MULTITEXTURE])
2288 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2289 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2290 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2292 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2295 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2296 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2300 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2302 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2304 if (gl_info->supported[ARB_VERTEX_SHADER])
2307 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2308 gl_info->limits.vertex_samplers = tmp;
2309 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2310 gl_info->limits.combined_samplers = tmp;
2312 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2313 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2314 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2315 * shader is used with fixed function vertex processing we're fine too because fixed function
2316 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2317 * used we have to make sure that all vertex sampler setups are valid together with all
2318 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2319 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2320 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2321 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2322 * a fixed function pipeline anymore.
2324 * So this is just a check to check that our assumption holds true. If not, write a warning
2325 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2326 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2327 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2329 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2330 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2331 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2332 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2333 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2335 gl_info->limits.vertex_samplers = 0;
2340 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2342 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2343 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2345 if (gl_info->supported[ARB_VERTEX_BLEND])
2347 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2348 gl_info->limits.blends = gl_max;
2349 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2351 if (gl_info->supported[EXT_TEXTURE3D])
2353 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2354 gl_info->limits.texture3d_size = gl_max;
2355 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2357 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2359 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2360 gl_info->limits.anisotropy = gl_max;
2361 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2363 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2365 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2366 gl_info->limits.arb_ps_float_constants = gl_max;
2367 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2368 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2369 gl_info->limits.arb_ps_native_constants = gl_max;
2370 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2371 gl_info->limits.arb_ps_native_constants);
2372 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2373 gl_info->limits.arb_ps_temps = gl_max;
2374 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2375 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2376 gl_info->limits.arb_ps_instructions = gl_max;
2377 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2378 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2379 gl_info->limits.arb_ps_local_constants = gl_max;
2380 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2382 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2384 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2385 gl_info->limits.arb_vs_float_constants = gl_max;
2386 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2387 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2388 gl_info->limits.arb_vs_native_constants = gl_max;
2389 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2390 gl_info->limits.arb_vs_native_constants);
2391 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2392 gl_info->limits.arb_vs_temps = gl_max;
2393 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2394 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2395 gl_info->limits.arb_vs_instructions = gl_max;
2396 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2398 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2400 if (gl_info->supported[ARB_VERTEX_SHADER])
2402 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2403 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2404 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2406 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2408 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2409 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2410 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2411 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2412 gl_info->limits.glsl_varyings = gl_max;
2413 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2415 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2417 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2418 unsigned int major, minor;
2420 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2422 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2423 sscanf(str, "%u.%u", &major, &minor);
2424 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2426 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2428 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2432 gl_info->limits.shininess = 128.0f;
2434 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2436 /* If we have full NP2 texture support, disable
2437 * GL_ARB_texture_rectangle because we will never use it.
2438 * This saves a few redundant glDisable calls. */
2439 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2441 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2443 /* Disable NV_register_combiners and fragment shader if this is supported.
2444 * generally the NV extensions are preferred over the ATI ones, and this
2445 * extension is disabled if register_combiners and texture_shader2 are both
2446 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2447 * fragment processing support. */
2448 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2449 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2450 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2451 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2453 if (gl_info->supported[NV_HALF_FLOAT])
2455 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2456 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2458 if (gl_info->supported[ARB_POINT_SPRITE])
2460 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2464 gl_info->limits.point_sprite_units = 0;
2466 checkGLcall("extension detection");
2470 adapter->fragment_pipe = select_fragment_implementation(adapter);
2471 adapter->shader_backend = select_shader_backend(adapter);
2472 adapter->blitter = select_blit_implementation(adapter);
2474 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2475 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2476 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2478 /* In some cases the number of texture stages can be larger than the number
2479 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2480 * shaders), but 8 texture stages (register combiners). */
2481 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2483 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2485 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2486 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2487 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2488 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2489 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2490 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2491 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2492 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2493 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2494 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2495 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2496 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2497 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2498 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2499 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2500 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2501 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2502 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2503 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2507 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2509 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2510 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2511 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2512 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2513 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2514 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2515 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2516 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2517 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2518 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2519 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2520 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2521 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2522 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2523 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2524 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2525 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2527 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2529 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2530 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2532 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2534 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2536 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2538 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2542 /* MRTs are currently only supported when FBOs are used. */
2543 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2545 gl_info->limits.buffers = 1;
2548 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2549 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2550 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2552 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2553 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2555 /* If we have an estimate use it, else default to 64MB; */
2557 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2559 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2561 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2562 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2563 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2564 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2565 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2566 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2567 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2568 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2570 /* Make sure there's an active HDC else the WGL extensions will fail */
2571 hdc = pwglGetCurrentDC();
2573 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2574 if(GL_EXTCALL(wglGetExtensionsStringARB))
2575 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2577 if (NULL == WGL_Extensions) {
2578 ERR(" WGL_Extensions returns NULL\n");
2580 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2581 while (*WGL_Extensions != 0x00) {
2585 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2586 Start = WGL_Extensions;
2587 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2591 len = WGL_Extensions - Start;
2592 if (len == 0 || len >= sizeof(ThisExtn))
2595 memcpy(ThisExtn, Start, len);
2596 ThisExtn[len] = '\0';
2597 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2599 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2600 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2601 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2603 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2604 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2605 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2611 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2612 init_driver_info(driver_info, card_vendor, device);
2613 add_gl_compat_wrappers(gl_info);
2618 /**********************************************************
2619 * IWineD3D implementation follows
2620 **********************************************************/
2622 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2623 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2625 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2627 return This->adapter_count;
2630 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2632 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2637 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2638 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2640 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2642 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2646 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2649 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2650 of the same bpp but different resolutions */
2652 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2653 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2654 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2655 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2657 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2661 /* TODO: Store modes per adapter and read it from the adapter structure */
2662 if (Adapter == 0) { /* Display */
2663 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2664 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2669 memset(&mode, 0, sizeof(mode));
2670 mode.dmSize = sizeof(mode);
2672 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2676 if (Format == WINED3DFMT_UNKNOWN)
2678 /* This is for D3D8, do not enumerate P8 here */
2679 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2681 else if (mode.dmBitsPerPel == format_bits)
2687 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2690 FIXME_(d3d_caps)("Adapter not primary display\n");
2695 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2696 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2697 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2698 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2700 /* Validate the parameters as much as possible */
2701 if (NULL == pMode ||
2702 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2703 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2704 return WINED3DERR_INVALIDCALL;
2707 /* TODO: Store modes per adapter and read it from the adapter structure */
2710 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2711 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2717 ZeroMemory(&DevModeW, sizeof(DevModeW));
2718 DevModeW.dmSize = sizeof(DevModeW);
2720 /* If we are filtering to a specific format (D3D9), then need to skip
2721 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2722 just count through the ones with valid bit depths */
2723 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2725 if (Format == WINED3DFMT_UNKNOWN)
2727 /* This is for D3D8, do not enumerate P8 here */
2728 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2730 else if (DevModeW.dmBitsPerPel == format_bits)
2737 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2738 return WINED3DERR_INVALIDCALL;
2742 /* Now get the display mode via the calculated index */
2743 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2744 pMode->Width = DevModeW.dmPelsWidth;
2745 pMode->Height = DevModeW.dmPelsHeight;
2746 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2747 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2748 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2750 if (Format == WINED3DFMT_UNKNOWN) {
2751 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2753 pMode->Format = Format;
2756 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2757 return WINED3DERR_INVALIDCALL;
2760 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2761 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2762 DevModeW.dmBitsPerPel);
2767 FIXME_(d3d_caps)("Adapter not primary display\n");
2773 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2775 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2777 if (NULL == pMode ||
2778 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2779 return WINED3DERR_INVALIDCALL;
2782 if (Adapter == 0) { /* Display */
2786 ZeroMemory(&DevModeW, sizeof(DevModeW));
2787 DevModeW.dmSize = sizeof(DevModeW);
2789 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2790 pMode->Width = DevModeW.dmPelsWidth;
2791 pMode->Height = DevModeW.dmPelsHeight;
2792 bpp = DevModeW.dmBitsPerPel;
2793 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2794 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2796 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2799 pMode->Format = pixelformat_for_depth(bpp);
2801 FIXME_(d3d_caps)("Adapter not primary display\n");
2804 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2805 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2809 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2810 and fields being inserted in the middle, a new structure is used in place */
2811 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2812 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2813 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2814 struct wined3d_adapter *adapter;
2817 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2819 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2820 return WINED3DERR_INVALIDCALL;
2823 adapter = &This->adapters[Adapter];
2825 /* Return the information requested */
2826 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2828 if (pIdentifier->driver_size)
2830 const char *name = adapter->driver_info.name;
2831 len = min(strlen(name), pIdentifier->driver_size - 1);
2832 memcpy(pIdentifier->driver, name, len);
2833 pIdentifier->driver[len] = '\0';
2836 if (pIdentifier->description_size)
2838 const char *description = adapter->driver_info.description;
2839 len = min(strlen(description), pIdentifier->description_size - 1);
2840 memcpy(pIdentifier->description, description, len);
2841 pIdentifier->description[len] = '\0';
2844 /* Note that d3d8 doesn't supply a device name. */
2845 if (pIdentifier->device_name_size)
2847 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2849 len = strlen(device_name);
2850 if (len >= pIdentifier->device_name_size)
2852 ERR("Device name size too small.\n");
2853 return WINED3DERR_INVALIDCALL;
2856 memcpy(pIdentifier->device_name, device_name, len);
2857 pIdentifier->device_name[len] = '\0';
2860 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2861 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2862 pIdentifier->vendor_id = adapter->driver_info.vendor;
2863 pIdentifier->device_id = adapter->driver_info.device;
2864 pIdentifier->subsystem_id = 0;
2865 pIdentifier->revision = 0;
2866 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2867 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2868 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2869 pIdentifier->video_memory = adapter->TextureRam;
2874 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2875 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2877 short redSize, greenSize, blueSize, alphaSize, colorBits;
2882 /* Float formats need FBOs. If FBOs are used this function isn't called */
2883 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2885 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2886 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2888 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2892 if(cfg->redSize < redSize)
2895 if(cfg->greenSize < greenSize)
2898 if(cfg->blueSize < blueSize)
2901 if(cfg->alphaSize < alphaSize)
2907 /* Probably a RGBA_float or color index mode */
2911 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2912 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2914 short depthSize, stencilSize;
2915 BOOL lockable = FALSE;
2920 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2922 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2926 /* Float formats need FBOs. If FBOs are used this function isn't called */
2927 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2929 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2932 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2933 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2934 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2935 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2938 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2939 * allow more stencil bits than requested. */
2940 if(cfg->stencilSize < stencilSize)
2946 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2947 WINED3DFORMAT AdapterFormat,
2948 WINED3DFORMAT RenderTargetFormat,
2949 WINED3DFORMAT DepthStencilFormat) {
2950 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2952 const WineD3D_PixelFormat *cfgs;
2953 const struct wined3d_adapter *adapter;
2954 const struct wined3d_format_desc *rt_format_desc;
2955 const struct wined3d_format_desc *ds_format_desc;
2958 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2960 DeviceType, debug_d3ddevicetype(DeviceType),
2961 AdapterFormat, debug_d3dformat(AdapterFormat),
2962 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2963 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2965 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2966 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2967 return WINED3DERR_INVALIDCALL;
2970 adapter = &This->adapters[Adapter];
2971 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2972 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2973 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2975 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2976 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2977 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2983 cfgs = adapter->cfgs;
2984 nCfgs = adapter->nCfgs;
2985 for (it = 0; it < nCfgs; ++it) {
2986 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2988 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2990 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2996 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2998 return WINED3DERR_NOTAVAILABLE;
3001 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3002 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3004 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3005 const struct wined3d_format_desc *glDesc;
3006 const struct wined3d_adapter *adapter;
3008 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3011 DeviceType, debug_d3ddevicetype(DeviceType),
3012 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3017 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3018 return WINED3DERR_INVALIDCALL;
3021 /* TODO: handle Windowed, add more quality levels */
3023 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3024 if(pQualityLevels) *pQualityLevels = 1;
3028 /* By default multisampling is disabled right now as it causes issues
3029 * on some Nvidia driver versions and it doesn't work well in combination
3031 if(!wined3d_settings.allow_multisampling)
3032 return WINED3DERR_NOTAVAILABLE;
3034 adapter = &This->adapters[Adapter];
3035 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3036 if (!glDesc) return WINED3DERR_INVALIDCALL;
3038 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3040 const WineD3D_PixelFormat *cfgs;
3042 cfgs = adapter->cfgs;
3043 nCfgs = adapter->nCfgs;
3044 for(i=0; i<nCfgs; i++) {
3045 if(cfgs[i].numSamples != MultiSampleType)
3048 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3051 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3054 *pQualityLevels = 1; /* Guess at a value! */
3058 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3059 short redSize, greenSize, blueSize, alphaSize, colorBits;
3061 const WineD3D_PixelFormat *cfgs;
3063 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3065 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3066 return WINED3DERR_NOTAVAILABLE;
3069 cfgs = adapter->cfgs;
3070 nCfgs = adapter->nCfgs;
3071 for(i=0; i<nCfgs; i++) {
3072 if(cfgs[i].numSamples != MultiSampleType)
3074 if(cfgs[i].redSize != redSize)
3076 if(cfgs[i].greenSize != greenSize)
3078 if(cfgs[i].blueSize != blueSize)
3080 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3081 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3083 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3086 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3089 *pQualityLevels = 1; /* Guess at a value! */
3093 return WINED3DERR_NOTAVAILABLE;
3096 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3097 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3099 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3102 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3103 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3104 debug_d3dformat(BackBufferFormat), Windowed);
3106 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3107 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3108 return WINED3DERR_INVALIDCALL;
3111 /* The task of this function is to check whether a certain display / backbuffer format
3112 * combination is available on the given adapter. In fullscreen mode microsoft specified
3113 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3114 * and display format should match exactly.
3115 * In windowed mode format conversion can occur and this depends on the driver. When format
3116 * conversion is done, this function should nevertheless fail and applications need to use
3117 * CheckDeviceFormatConversion.
3118 * At the moment we assume that fullscreen and windowed have the same capabilities */
3120 /* There are only 4 display formats */
3121 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3122 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3123 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3124 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3126 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3127 return WINED3DERR_NOTAVAILABLE;
3130 /* If the requested DisplayFormat is not available, don't continue */
3131 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3133 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3134 return WINED3DERR_NOTAVAILABLE;
3137 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3138 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3139 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3140 return WINED3DERR_NOTAVAILABLE;
3143 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3144 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3146 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3147 return WINED3DERR_NOTAVAILABLE;
3150 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3151 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3152 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3154 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3155 return WINED3DERR_NOTAVAILABLE;
3158 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3159 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3160 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3162 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3163 return WINED3DERR_NOTAVAILABLE;
3166 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3167 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3168 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3170 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3171 return WINED3DERR_NOTAVAILABLE;
3174 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3175 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3177 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3183 /* Check if we support bumpmapping for a format */
3184 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3185 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3187 switch(format_desc->format)
3189 case WINED3DFMT_R8G8_SNORM:
3190 case WINED3DFMT_R16G16_SNORM:
3191 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3192 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3193 case WINED3DFMT_R8G8B8A8_SNORM:
3194 /* Ask the fixed function pipeline implementation if it can deal
3195 * with the conversion. If we've got a GL extension giving native
3196 * support this will be an identity conversion. */
3197 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3199 TRACE_(d3d_caps)("[OK]\n");
3202 TRACE_(d3d_caps)("[FAILED]\n");
3206 TRACE_(d3d_caps)("[FAILED]\n");
3211 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3212 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3213 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3217 /* Only allow depth/stencil formats */
3218 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3220 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3222 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3223 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3227 /* Walk through all WGL pixel formats to find a match */
3228 for (it = 0; it < adapter->nCfgs; ++it)
3230 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3231 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3233 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3244 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3246 /* The flags entry of a format contains the filtering capability */
3247 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3252 /* Check the render target capabilities of a format */
3253 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3254 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3256 /* Filter out non-RT formats */
3257 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3258 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3259 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3261 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3262 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3264 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3265 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3267 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3268 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3269 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3270 TRACE_(d3d_caps)("[FAILED]\n");
3274 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3275 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3276 for (it = 0; it < adapter->nCfgs; ++it)
3278 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3279 &cfgs[it], check_format_desc))
3281 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3282 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3287 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3289 /* For now return TRUE for FBOs until we have some proper checks.
3290 * Note that this function will only be called when the format is around for texturing. */
3296 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3298 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3300 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3301 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3303 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3307 switch (format_desc->format)
3309 case WINED3DFMT_B8G8R8A8_UNORM:
3310 case WINED3DFMT_B8G8R8X8_UNORM:
3311 case WINED3DFMT_B4G4R4A4_UNORM:
3312 case WINED3DFMT_L8_UNORM:
3313 case WINED3DFMT_L8A8_UNORM:
3314 case WINED3DFMT_DXT1:
3315 case WINED3DFMT_DXT2:
3316 case WINED3DFMT_DXT3:
3317 case WINED3DFMT_DXT4:
3318 case WINED3DFMT_DXT5:
3319 TRACE_(d3d_caps)("[OK]\n");
3323 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3329 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3330 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3332 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3333 * doing the color fixup in shaders.
3334 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3335 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3337 int vs_selected_mode;
3338 int ps_selected_mode;
3339 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3341 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3342 TRACE_(d3d_caps)("[OK]\n");
3347 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3351 /* Check if a format support blending in combination with pixel shaders */
3352 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3353 const struct wined3d_format_desc *format_desc)
3355 /* The flags entry of a format contains the post pixel shader blending capability */
3356 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3361 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3363 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3364 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3365 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3366 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3367 * capability anyway.
3369 * For now lets report this on all formats, but in the future we may want to
3370 * restrict it to some should games need that
3375 /* Check if a texture format is supported on the given adapter */
3376 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3377 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3379 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3381 switch (format_desc->format)
3384 * supported: RGB(A) formats
3386 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3387 case WINED3DFMT_B8G8R8A8_UNORM:
3388 case WINED3DFMT_B8G8R8X8_UNORM:
3389 case WINED3DFMT_B5G6R5_UNORM:
3390 case WINED3DFMT_B5G5R5X1_UNORM:
3391 case WINED3DFMT_B5G5R5A1_UNORM:
3392 case WINED3DFMT_B4G4R4A4_UNORM:
3393 case WINED3DFMT_A8_UNORM:
3394 case WINED3DFMT_B4G4R4X4_UNORM:
3395 case WINED3DFMT_R8G8B8A8_UNORM:
3396 case WINED3DFMT_R8G8B8X8_UNORM:
3397 case WINED3DFMT_B10G10R10A2_UNORM:
3398 case WINED3DFMT_R10G10B10A2_UNORM:
3399 case WINED3DFMT_R16G16_UNORM:
3400 TRACE_(d3d_caps)("[OK]\n");
3403 case WINED3DFMT_B2G3R3_UNORM:
3404 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3408 * Not supported: Palettized
3409 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3410 * Since it is not widely available, don't offer it. Further no Windows driver offers
3411 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3413 case WINED3DFMT_P8_UINT:
3414 case WINED3DFMT_P8_UINT_A8_UNORM:
3418 * Supported: (Alpha)-Luminance
3420 case WINED3DFMT_L8_UNORM:
3421 case WINED3DFMT_L8A8_UNORM:
3422 case WINED3DFMT_L16_UNORM:
3423 TRACE_(d3d_caps)("[OK]\n");
3426 /* Not supported on Windows, thus disabled */
3427 case WINED3DFMT_L4A4_UNORM:
3428 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3432 * Supported: Depth/Stencil formats
3434 case WINED3DFMT_D16_LOCKABLE:
3435 case WINED3DFMT_D16_UNORM:
3436 case WINED3DFMT_S1_UINT_D15_UNORM:
3437 case WINED3DFMT_X8D24_UNORM:
3438 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3439 case WINED3DFMT_D24_UNORM_S8_UINT:
3440 case WINED3DFMT_S8_UINT_D24_FLOAT:
3441 case WINED3DFMT_D32_UNORM:
3442 case WINED3DFMT_D32_FLOAT:
3446 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3447 * GL_NV_texture_shader). Emulated by shaders
3449 case WINED3DFMT_R8G8_SNORM:
3450 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3451 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3452 case WINED3DFMT_R8G8B8A8_SNORM:
3453 case WINED3DFMT_R16G16_SNORM:
3454 /* Ask the shader backend if it can deal with the conversion. If
3455 * we've got a GL extension giving native support this will be an
3456 * identity conversion. */
3457 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3459 TRACE_(d3d_caps)("[OK]\n");
3462 TRACE_(d3d_caps)("[FAILED]\n");
3465 case WINED3DFMT_DXT1:
3466 case WINED3DFMT_DXT2:
3467 case WINED3DFMT_DXT3:
3468 case WINED3DFMT_DXT4:
3469 case WINED3DFMT_DXT5:
3470 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3472 TRACE_(d3d_caps)("[OK]\n");
3475 TRACE_(d3d_caps)("[FAILED]\n");
3480 * Odd formats - not supported
3482 case WINED3DFMT_VERTEXDATA:
3483 case WINED3DFMT_R16_UINT:
3484 case WINED3DFMT_R32_UINT:
3485 case WINED3DFMT_R16G16B16A16_SNORM:
3486 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3487 case WINED3DFMT_R10G11B11_SNORM:
3488 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3492 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3494 case WINED3DFMT_R8G8_SNORM_Cx:
3495 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3499 case WINED3DFMT_UYVY:
3500 case WINED3DFMT_YUY2:
3501 if (gl_info->supported[APPLE_YCBCR_422])
3503 TRACE_(d3d_caps)("[OK]\n");
3506 TRACE_(d3d_caps)("[FAILED]\n");
3508 case WINED3DFMT_YV12:
3509 TRACE_(d3d_caps)("[FAILED]\n");
3513 case WINED3DFMT_R16G16B16A16_UNORM:
3514 case WINED3DFMT_B2G3R3A8_UNORM:
3515 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3518 /* Floating point formats */
3519 case WINED3DFMT_R16_FLOAT:
3520 case WINED3DFMT_R16G16_FLOAT:
3521 case WINED3DFMT_R16G16B16A16_FLOAT:
3522 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3524 TRACE_(d3d_caps)("[OK]\n");
3527 TRACE_(d3d_caps)("[FAILED]\n");
3530 case WINED3DFMT_R32_FLOAT:
3531 case WINED3DFMT_R32G32_FLOAT:
3532 case WINED3DFMT_R32G32B32A32_FLOAT:
3533 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3535 TRACE_(d3d_caps)("[OK]\n");
3538 TRACE_(d3d_caps)("[FAILED]\n");
3541 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3542 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3543 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3544 * We can do instancing with all shader versions, but we need vertex shaders.
3546 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3547 * to enable instancing. WineD3D doesn't need that and just ignores it.
3549 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3551 case WINED3DFMT_INST:
3552 TRACE("ATI Instancing check hack\n");
3553 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3555 TRACE_(d3d_caps)("[OK]\n");
3558 TRACE_(d3d_caps)("[FAILED]\n");
3561 /* Some weird FOURCC formats */
3562 case WINED3DFMT_R8G8_B8G8:
3563 case WINED3DFMT_G8R8_G8B8:
3564 case WINED3DFMT_MULTI2_ARGB8:
3565 TRACE_(d3d_caps)("[FAILED]\n");
3568 /* Vendor specific formats */
3569 case WINED3DFMT_ATI2N:
3570 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3571 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3573 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3574 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3576 TRACE_(d3d_caps)("[OK]\n");
3580 TRACE_(d3d_caps)("[OK]\n");
3583 TRACE_(d3d_caps)("[FAILED]\n");
3586 case WINED3DFMT_NVHU:
3587 case WINED3DFMT_NVHS:
3588 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3589 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3590 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3591 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3592 * Applications have to deal with not having NVHS and NVHU.
3594 TRACE_(d3d_caps)("[FAILED]\n");
3597 case WINED3DFMT_UNKNOWN:
3601 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3607 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3608 const struct wined3d_format_desc *adapter_format_desc,
3609 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3610 WINED3DSURFTYPE SurfaceType)
3612 if(SurfaceType == SURFACE_GDI) {
3613 switch(check_format_desc->format)
3615 case WINED3DFMT_B8G8R8_UNORM:
3616 case WINED3DFMT_B8G8R8A8_UNORM:
3617 case WINED3DFMT_B8G8R8X8_UNORM:
3618 case WINED3DFMT_B5G6R5_UNORM:
3619 case WINED3DFMT_B5G5R5X1_UNORM:
3620 case WINED3DFMT_B5G5R5A1_UNORM:
3621 case WINED3DFMT_B4G4R4A4_UNORM:
3622 case WINED3DFMT_B2G3R3_UNORM:
3623 case WINED3DFMT_A8_UNORM:
3624 case WINED3DFMT_B2G3R3A8_UNORM:
3625 case WINED3DFMT_B4G4R4X4_UNORM:
3626 case WINED3DFMT_R10G10B10A2_UNORM:
3627 case WINED3DFMT_R8G8B8A8_UNORM:
3628 case WINED3DFMT_R8G8B8X8_UNORM:
3629 case WINED3DFMT_R16G16_UNORM:
3630 case WINED3DFMT_B10G10R10A2_UNORM:
3631 case WINED3DFMT_R16G16B16A16_UNORM:
3632 case WINED3DFMT_P8_UINT:
3633 TRACE_(d3d_caps)("[OK]\n");
3636 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3641 /* All format that are supported for textures are supported for surfaces as well */
3642 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3643 /* All depth stencil formats are supported on surfaces */
3644 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3646 /* If opengl can't process the format natively, the blitter may be able to convert it */
3647 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3648 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3649 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3651 TRACE_(d3d_caps)("[OK]\n");
3655 /* Reject other formats */
3656 TRACE_(d3d_caps)("[FAILED]\n");
3660 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3661 const struct wined3d_format_desc *format_desc)
3663 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3665 if (!gl_info->limits.vertex_samplers)
3667 TRACE_(d3d_caps)("[FAILED]\n");
3671 switch (format_desc->format)
3673 case WINED3DFMT_R32G32B32A32_FLOAT:
3674 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3676 TRACE_(d3d_caps)("[FAILED]\n");
3679 TRACE_(d3d_caps)("[OK]\n");
3683 TRACE_(d3d_caps)("[FAILED]\n");
3689 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3690 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3691 WINED3DSURFTYPE SurfaceType)
3693 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3694 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3695 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3696 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3697 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3698 DWORD UsageCaps = 0;
3700 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3703 DeviceType, debug_d3ddevicetype(DeviceType),
3704 AdapterFormat, debug_d3dformat(AdapterFormat),
3705 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3706 RType, debug_d3dresourcetype(RType),
3707 CheckFormat, debug_d3dformat(CheckFormat));
3709 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3710 return WINED3DERR_INVALIDCALL;
3713 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3715 if(SurfaceType != SURFACE_OPENGL) {
3716 TRACE("[FAILED]\n");
3717 return WINED3DERR_NOTAVAILABLE;
3720 /* Cubetexture allows:
3721 * - D3DUSAGE_AUTOGENMIPMAP
3722 * - D3DUSAGE_DEPTHSTENCIL
3723 * - D3DUSAGE_DYNAMIC
3724 * - D3DUSAGE_NONSECURE (d3d9ex)
3725 * - D3DUSAGE_RENDERTARGET
3726 * - D3DUSAGE_SOFTWAREPROCESSING
3727 * - D3DUSAGE_QUERY_WRAPANDMIP
3729 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3731 /* Check if the texture format is around */
3732 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3734 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3735 /* Check for automatic mipmap generation support */
3736 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3738 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3740 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3741 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3745 /* Always report dynamic locking */
3746 if(Usage & WINED3DUSAGE_DYNAMIC)
3747 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3749 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3750 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3752 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3754 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3755 return WINED3DERR_NOTAVAILABLE;
3759 /* Always report software processing */
3760 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3761 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3763 /* Check QUERY_FILTER support */
3764 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3765 if (CheckFilterCapability(adapter, format_desc))
3767 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3769 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3770 return WINED3DERR_NOTAVAILABLE;
3774 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3775 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3776 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3778 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3780 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3785 /* Check QUERY_SRGBREAD support */
3786 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3787 if (CheckSrgbReadCapability(adapter, format_desc))
3789 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3791 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3792 return WINED3DERR_NOTAVAILABLE;
3796 /* Check QUERY_SRGBWRITE support */
3797 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3798 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3800 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3802 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3803 return WINED3DERR_NOTAVAILABLE;
3807 /* Check QUERY_VERTEXTEXTURE support */
3808 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3809 if (CheckVertexTextureCapability(adapter, format_desc))
3811 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3813 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3818 /* Check QUERY_WRAPANDMIP support */
3819 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3820 if (CheckWrapAndMipCapability(adapter, format_desc))
3822 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3824 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3825 return WINED3DERR_NOTAVAILABLE;
3829 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3830 return WINED3DERR_NOTAVAILABLE;
3833 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3836 } else if(RType == WINED3DRTYPE_SURFACE) {
3838 * - D3DUSAGE_DEPTHSTENCIL
3839 * - D3DUSAGE_NONSECURE (d3d9ex)
3840 * - D3DUSAGE_RENDERTARGET
3843 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3845 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3846 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3848 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3850 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3851 return WINED3DERR_NOTAVAILABLE;
3855 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3856 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3858 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3860 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3861 return WINED3DERR_NOTAVAILABLE;
3865 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3866 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3867 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3869 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3871 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3872 return WINED3DERR_NOTAVAILABLE;
3876 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3877 return WINED3DERR_NOTAVAILABLE;
3880 } else if(RType == WINED3DRTYPE_TEXTURE) {
3882 * - D3DUSAGE_AUTOGENMIPMAP
3883 * - D3DUSAGE_DEPTHSTENCIL
3885 * - D3DUSAGE_DYNAMIC
3886 * - D3DUSAGE_NONSECURE (d3d9ex)
3887 * - D3DUSAGE_RENDERTARGET
3888 * - D3DUSAGE_SOFTWAREPROCESSING
3889 * - D3DUSAGE_TEXTAPI (d3d9ex)
3890 * - D3DUSAGE_QUERY_WRAPANDMIP
3893 if(SurfaceType != SURFACE_OPENGL) {
3894 TRACE("[FAILED]\n");
3895 return WINED3DERR_NOTAVAILABLE;
3898 /* Check if the texture format is around */
3899 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3901 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3902 /* Check for automatic mipmap generation support */
3903 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3905 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3907 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3908 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3912 /* Always report dynamic locking */
3913 if(Usage & WINED3DUSAGE_DYNAMIC)
3914 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3916 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3917 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3919 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3921 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3922 return WINED3DERR_NOTAVAILABLE;
3926 /* Always report software processing */
3927 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3928 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3930 /* Check QUERY_FILTER support */
3931 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3932 if (CheckFilterCapability(adapter, format_desc))
3934 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3936 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3937 return WINED3DERR_NOTAVAILABLE;
3941 /* Check QUERY_LEGACYBUMPMAP support */
3942 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3943 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3945 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3947 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3948 return WINED3DERR_NOTAVAILABLE;
3952 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3953 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3954 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3956 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3958 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3959 return WINED3DERR_NOTAVAILABLE;
3963 /* Check QUERY_SRGBREAD support */
3964 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3965 if (CheckSrgbReadCapability(adapter, format_desc))
3967 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3969 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3970 return WINED3DERR_NOTAVAILABLE;
3974 /* Check QUERY_SRGBWRITE support */
3975 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3976 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3978 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3980 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3981 return WINED3DERR_NOTAVAILABLE;
3985 /* Check QUERY_VERTEXTEXTURE support */
3986 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3987 if (CheckVertexTextureCapability(adapter, format_desc))
3989 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3991 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3992 return WINED3DERR_NOTAVAILABLE;
3996 /* Check QUERY_WRAPANDMIP support */
3997 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3998 if (CheckWrapAndMipCapability(adapter, format_desc))
4000 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4002 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4003 return WINED3DERR_NOTAVAILABLE;
4007 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4008 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4010 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4012 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4013 return WINED3DERR_NOTAVAILABLE;
4017 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4018 return WINED3DERR_NOTAVAILABLE;
4020 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4021 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4022 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4024 * Volumetexture allows:
4025 * - D3DUSAGE_DYNAMIC
4026 * - D3DUSAGE_NONSECURE (d3d9ex)
4027 * - D3DUSAGE_SOFTWAREPROCESSING
4028 * - D3DUSAGE_QUERY_WRAPANDMIP
4031 if(SurfaceType != SURFACE_OPENGL) {
4032 TRACE("[FAILED]\n");
4033 return WINED3DERR_NOTAVAILABLE;
4036 /* Check volume texture and volume usage caps */
4037 if (gl_info->supported[EXT_TEXTURE3D])
4039 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4041 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4042 return WINED3DERR_NOTAVAILABLE;
4045 /* Always report dynamic locking */
4046 if(Usage & WINED3DUSAGE_DYNAMIC)
4047 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4049 /* Always report software processing */
4050 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4051 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4053 /* Check QUERY_FILTER support */
4054 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4055 if (CheckFilterCapability(adapter, format_desc))
4057 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4059 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4060 return WINED3DERR_NOTAVAILABLE;
4064 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4065 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4066 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4068 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4070 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4071 return WINED3DERR_NOTAVAILABLE;
4075 /* Check QUERY_SRGBREAD support */
4076 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4077 if (CheckSrgbReadCapability(adapter, format_desc))
4079 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4081 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4082 return WINED3DERR_NOTAVAILABLE;
4086 /* Check QUERY_SRGBWRITE support */
4087 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4088 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4090 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4092 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4093 return WINED3DERR_NOTAVAILABLE;
4097 /* Check QUERY_VERTEXTEXTURE support */
4098 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4099 if (CheckVertexTextureCapability(adapter, format_desc))
4101 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4103 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4104 return WINED3DERR_NOTAVAILABLE;
4108 /* Check QUERY_WRAPANDMIP support */
4109 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4110 if (CheckWrapAndMipCapability(adapter, format_desc))
4112 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4114 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4115 return WINED3DERR_NOTAVAILABLE;
4119 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4120 return WINED3DERR_NOTAVAILABLE;
4123 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4124 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4125 * app needing one of those formats, don't advertize them to avoid leading apps into
4126 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4129 switch(CheckFormat) {
4130 case WINED3DFMT_P8_UINT:
4131 case WINED3DFMT_L4A4_UNORM:
4132 case WINED3DFMT_R32_FLOAT:
4133 case WINED3DFMT_R16_FLOAT:
4134 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4135 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4136 case WINED3DFMT_R16G16_UNORM:
4137 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4138 return WINED3DERR_NOTAVAILABLE;
4140 case WINED3DFMT_R8G8B8A8_SNORM:
4141 case WINED3DFMT_R16G16_SNORM:
4142 if (!gl_info->supported[NV_TEXTURE_SHADER])
4144 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4145 return WINED3DERR_NOTAVAILABLE;
4149 case WINED3DFMT_R8G8_SNORM:
4150 if (!gl_info->supported[NV_TEXTURE_SHADER])
4152 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4153 return WINED3DERR_NOTAVAILABLE;
4157 case WINED3DFMT_DXT1:
4158 case WINED3DFMT_DXT2:
4159 case WINED3DFMT_DXT3:
4160 case WINED3DFMT_DXT4:
4161 case WINED3DFMT_DXT5:
4162 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4163 * compressed texture results in an error. While the D3D refrast does
4164 * support s3tc volumes, at least the nvidia windows driver does not, so
4165 * we're free not to support this format.
4167 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4168 return WINED3DERR_NOTAVAILABLE;
4171 /* Do nothing, continue with checking the format below */
4174 } else if(RType == WINED3DRTYPE_BUFFER){
4175 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4176 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4177 return WINED3DERR_NOTAVAILABLE;
4180 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4181 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4182 * usage flags match. */
4183 if(UsageCaps == Usage) {
4185 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4186 return WINED3DOK_NOAUTOGEN;
4188 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4189 return WINED3DERR_NOTAVAILABLE;
4193 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4194 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4196 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4197 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4198 debug_d3dformat(dst_format));
4203 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4204 subset of a D3DCAPS9 structure. However, it has to come via a void *
4205 as the d3d8 interface cannot import the d3d9 header */
4206 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4208 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4209 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4210 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4211 int vs_selected_mode;
4212 int ps_selected_mode;
4213 struct shader_caps shader_caps;
4214 struct fragment_caps fragment_caps;
4215 DWORD ckey_caps, blit_caps, fx_caps;
4217 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4219 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4220 return WINED3DERR_INVALIDCALL;
4223 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4225 /* ------------------------------------------------
4226 The following fields apply to both d3d8 and d3d9
4227 ------------------------------------------------ */
4228 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4229 pCaps->AdapterOrdinal = Adapter;
4232 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4233 WINED3DCAPS2_FULLSCREENGAMMA |
4234 WINED3DCAPS2_DYNAMICTEXTURES;
4235 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4237 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4240 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4241 WINED3DCAPS3_COPY_TO_VIDMEM |
4242 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4244 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4245 WINED3DPRESENT_INTERVAL_ONE;
4247 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4248 WINED3DCURSORCAPS_LOWRES;
4250 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4251 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4252 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4253 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4254 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4255 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4256 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4257 WINED3DDEVCAPS_PUREDEVICE |
4258 WINED3DDEVCAPS_HWRASTERIZATION |
4259 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4260 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4261 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4262 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4263 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4264 WINED3DDEVCAPS_RTPATCHES;
4266 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4267 WINED3DPMISCCAPS_CULLCCW |
4268 WINED3DPMISCCAPS_CULLCW |
4269 WINED3DPMISCCAPS_COLORWRITEENABLE |
4270 WINED3DPMISCCAPS_CLIPTLVERTS |
4271 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4272 WINED3DPMISCCAPS_MASKZ |
4273 WINED3DPMISCCAPS_BLENDOP |
4274 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4276 WINED3DPMISCCAPS_NULLREFERENCE
4277 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4278 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4279 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4281 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4282 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4283 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4284 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4286 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4287 WINED3DPRASTERCAPS_PAT |
4288 WINED3DPRASTERCAPS_WFOG |
4289 WINED3DPRASTERCAPS_ZFOG |
4290 WINED3DPRASTERCAPS_FOGVERTEX |
4291 WINED3DPRASTERCAPS_FOGTABLE |
4292 WINED3DPRASTERCAPS_STIPPLE |
4293 WINED3DPRASTERCAPS_SUBPIXEL |
4294 WINED3DPRASTERCAPS_ZTEST |
4295 WINED3DPRASTERCAPS_SCISSORTEST |
4296 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4297 WINED3DPRASTERCAPS_DEPTHBIAS;
4299 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4301 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4302 WINED3DPRASTERCAPS_ZBIAS |
4303 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4305 if (gl_info->supported[NV_FOG_DISTANCE])
4307 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4310 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4311 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4312 WINED3DPRASTERCAPS_ANTIALIASEDGES
4313 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4314 WINED3DPRASTERCAPS_WBUFFER */
4316 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4317 WINED3DPCMPCAPS_EQUAL |
4318 WINED3DPCMPCAPS_GREATER |
4319 WINED3DPCMPCAPS_GREATEREQUAL |
4320 WINED3DPCMPCAPS_LESS |
4321 WINED3DPCMPCAPS_LESSEQUAL |
4322 WINED3DPCMPCAPS_NEVER |
4323 WINED3DPCMPCAPS_NOTEQUAL;
4325 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4326 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4327 WINED3DPBLENDCAPS_DESTALPHA |
4328 WINED3DPBLENDCAPS_DESTCOLOR |
4329 WINED3DPBLENDCAPS_INVDESTALPHA |
4330 WINED3DPBLENDCAPS_INVDESTCOLOR |
4331 WINED3DPBLENDCAPS_INVSRCALPHA |
4332 WINED3DPBLENDCAPS_INVSRCCOLOR |
4333 WINED3DPBLENDCAPS_ONE |
4334 WINED3DPBLENDCAPS_SRCALPHA |
4335 WINED3DPBLENDCAPS_SRCALPHASAT |
4336 WINED3DPBLENDCAPS_SRCCOLOR |
4337 WINED3DPBLENDCAPS_ZERO;
4339 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4340 WINED3DPBLENDCAPS_DESTCOLOR |
4341 WINED3DPBLENDCAPS_INVDESTALPHA |
4342 WINED3DPBLENDCAPS_INVDESTCOLOR |
4343 WINED3DPBLENDCAPS_INVSRCALPHA |
4344 WINED3DPBLENDCAPS_INVSRCCOLOR |
4345 WINED3DPBLENDCAPS_ONE |
4346 WINED3DPBLENDCAPS_SRCALPHA |
4347 WINED3DPBLENDCAPS_SRCCOLOR |
4348 WINED3DPBLENDCAPS_ZERO;
4349 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4350 * according to the glBlendFunc manpage
4352 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4353 * legacy settings for srcblend only
4356 if (gl_info->supported[EXT_BLEND_COLOR])
4358 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4359 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4363 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4364 WINED3DPCMPCAPS_EQUAL |
4365 WINED3DPCMPCAPS_GREATER |
4366 WINED3DPCMPCAPS_GREATEREQUAL |
4367 WINED3DPCMPCAPS_LESS |
4368 WINED3DPCMPCAPS_LESSEQUAL |
4369 WINED3DPCMPCAPS_NEVER |
4370 WINED3DPCMPCAPS_NOTEQUAL;
4372 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4373 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4374 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4375 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4376 WINED3DPSHADECAPS_COLORFLATRGB |
4377 WINED3DPSHADECAPS_FOGFLAT |
4378 WINED3DPSHADECAPS_FOGGOURAUD |
4379 WINED3DPSHADECAPS_SPECULARFLATRGB;
4381 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4382 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4383 WINED3DPTEXTURECAPS_TRANSPARENCY |
4384 WINED3DPTEXTURECAPS_BORDER |
4385 WINED3DPTEXTURECAPS_MIPMAP |
4386 WINED3DPTEXTURECAPS_PROJECTED |
4387 WINED3DPTEXTURECAPS_PERSPECTIVE;
4389 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4391 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4392 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4395 if (gl_info->supported[EXT_TEXTURE3D])
4397 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4398 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4399 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4402 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4404 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4405 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4406 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4410 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4411 WINED3DPTFILTERCAPS_MAGFPOINT |
4412 WINED3DPTFILTERCAPS_MINFLINEAR |
4413 WINED3DPTFILTERCAPS_MINFPOINT |
4414 WINED3DPTFILTERCAPS_MIPFLINEAR |
4415 WINED3DPTFILTERCAPS_MIPFPOINT |
4416 WINED3DPTFILTERCAPS_LINEAR |
4417 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4418 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4419 WINED3DPTFILTERCAPS_MIPLINEAR |
4420 WINED3DPTFILTERCAPS_MIPNEAREST |
4421 WINED3DPTFILTERCAPS_NEAREST;
4423 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4425 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4426 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4429 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4431 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4432 WINED3DPTFILTERCAPS_MAGFPOINT |
4433 WINED3DPTFILTERCAPS_MINFLINEAR |
4434 WINED3DPTFILTERCAPS_MINFPOINT |
4435 WINED3DPTFILTERCAPS_MIPFLINEAR |
4436 WINED3DPTFILTERCAPS_MIPFPOINT |
4437 WINED3DPTFILTERCAPS_LINEAR |
4438 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4439 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4440 WINED3DPTFILTERCAPS_MIPLINEAR |
4441 WINED3DPTFILTERCAPS_MIPNEAREST |
4442 WINED3DPTFILTERCAPS_NEAREST;
4444 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4446 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4447 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4450 pCaps->CubeTextureFilterCaps = 0;
4452 if (gl_info->supported[EXT_TEXTURE3D])
4454 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4455 WINED3DPTFILTERCAPS_MAGFPOINT |
4456 WINED3DPTFILTERCAPS_MINFLINEAR |
4457 WINED3DPTFILTERCAPS_MINFPOINT |
4458 WINED3DPTFILTERCAPS_MIPFLINEAR |
4459 WINED3DPTFILTERCAPS_MIPFPOINT |
4460 WINED3DPTFILTERCAPS_LINEAR |
4461 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4462 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4463 WINED3DPTFILTERCAPS_MIPLINEAR |
4464 WINED3DPTFILTERCAPS_MIPNEAREST |
4465 WINED3DPTFILTERCAPS_NEAREST;
4467 pCaps->VolumeTextureFilterCaps = 0;
4469 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4470 WINED3DPTADDRESSCAPS_CLAMP |
4471 WINED3DPTADDRESSCAPS_WRAP;
4473 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4475 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4477 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4479 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4481 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4483 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4486 if (gl_info->supported[EXT_TEXTURE3D])
4488 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4489 WINED3DPTADDRESSCAPS_CLAMP |
4490 WINED3DPTADDRESSCAPS_WRAP;
4491 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4493 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4495 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4497 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4499 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4501 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4504 pCaps->VolumeTextureAddressCaps = 0;
4506 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4507 WINED3DLINECAPS_ZTEST |
4508 WINED3DLINECAPS_BLEND |
4509 WINED3DLINECAPS_ALPHACMP |
4510 WINED3DLINECAPS_FOG;
4511 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4512 * idea how generating the smoothing alpha values works; the result is different
4515 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4516 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4518 if (gl_info->supported[EXT_TEXTURE3D])
4519 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4521 pCaps->MaxVolumeExtent = 0;
4523 pCaps->MaxTextureRepeat = 32768;
4524 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4525 pCaps->MaxVertexW = 1.0f;
4527 pCaps->GuardBandLeft = 0.0f;
4528 pCaps->GuardBandTop = 0.0f;
4529 pCaps->GuardBandRight = 0.0f;
4530 pCaps->GuardBandBottom = 0.0f;
4532 pCaps->ExtentsAdjust = 0.0f;
4534 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4535 WINED3DSTENCILCAPS_INCRSAT |
4536 WINED3DSTENCILCAPS_INVERT |
4537 WINED3DSTENCILCAPS_KEEP |
4538 WINED3DSTENCILCAPS_REPLACE |
4539 WINED3DSTENCILCAPS_ZERO;
4540 if (gl_info->supported[EXT_STENCIL_WRAP])
4542 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4543 WINED3DSTENCILCAPS_INCR;
4545 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4547 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4550 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4552 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4553 pCaps->MaxActiveLights = gl_info->limits.lights;
4555 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4556 pCaps->MaxVertexBlendMatrixIndex = 0;
4558 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4559 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4562 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4563 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4564 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4565 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4566 WINED3DVTXPCAPS_LOCALVIEWER |
4567 WINED3DVTXPCAPS_VERTEXFOG |
4568 WINED3DVTXPCAPS_TEXGEN;
4570 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4571 pCaps->MaxVertexIndex = 0xFFFFF;
4572 pCaps->MaxStreams = MAX_STREAMS;
4573 pCaps->MaxStreamStride = 1024;
4575 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4576 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4577 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4578 pCaps->MaxNpatchTessellationLevel = 0;
4579 pCaps->MasterAdapterOrdinal = 0;
4580 pCaps->AdapterOrdinalInGroup = 0;
4581 pCaps->NumberOfAdaptersInGroup = 1;
4583 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4585 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4586 WINED3DPTFILTERCAPS_MAGFPOINT |
4587 WINED3DPTFILTERCAPS_MINFLINEAR |
4588 WINED3DPTFILTERCAPS_MAGFLINEAR;
4589 pCaps->VertexTextureFilterCaps = 0;
4591 memset(&shader_caps, 0, sizeof(shader_caps));
4592 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4594 memset(&fragment_caps, 0, sizeof(fragment_caps));
4595 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4597 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4598 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4600 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4601 * Ignore shader model capabilities if disabled in config
4603 if(vs_selected_mode == SHADER_NONE) {
4604 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4605 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4606 pCaps->MaxVertexShaderConst = 0;
4608 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4609 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4612 if(ps_selected_mode == SHADER_NONE) {
4613 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4614 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4615 pCaps->PixelShader1xMaxValue = 0.0f;
4617 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4618 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4621 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4622 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4623 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4625 pCaps->VS20Caps = shader_caps.VS20Caps;
4626 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4627 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4628 pCaps->PS20Caps = shader_caps.PS20Caps;
4629 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4630 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4632 /* The following caps are shader specific, but they are things we cannot detect, or which
4633 * are the same among all shader models. So to avoid code duplication set the shader version
4634 * specific, but otherwise constant caps here
4636 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4637 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4638 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4639 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4640 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4641 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4642 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4644 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4645 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4647 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4649 pCaps->VS20Caps.Caps = 0;
4650 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4651 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4652 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4654 pCaps->MaxVShaderInstructionsExecuted = 65535;
4655 pCaps->MaxVertexShader30InstructionSlots = 0;
4656 } else { /* VS 1.x */
4657 pCaps->VS20Caps.Caps = 0;
4658 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4659 pCaps->VS20Caps.NumTemps = 0;
4660 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4662 pCaps->MaxVShaderInstructionsExecuted = 0;
4663 pCaps->MaxVertexShader30InstructionSlots = 0;
4666 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4667 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4668 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4670 /* 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 */
4671 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4672 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4673 WINED3DPS20CAPS_PREDICATION |
4674 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4675 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4676 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4677 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4678 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4679 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4681 pCaps->MaxPShaderInstructionsExecuted = 65535;
4682 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4683 adapter->gl_info.limits.arb_ps_instructions);
4685 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4687 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4688 pCaps->PS20Caps.Caps = 0;
4689 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4690 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4691 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4692 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4694 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4695 pCaps->MaxPixelShader30InstructionSlots = 0;
4696 } else { /* PS 1.x */
4697 pCaps->PS20Caps.Caps = 0;
4698 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4699 pCaps->PS20Caps.NumTemps = 0;
4700 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4701 pCaps->PS20Caps.NumInstructionSlots = 0;
4703 pCaps->MaxPShaderInstructionsExecuted = 0;
4704 pCaps->MaxPixelShader30InstructionSlots = 0;
4707 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4708 /* OpenGL supports all the formats below, perhaps not always
4709 * without conversion, but it supports them.
4710 * Further GLSL doesn't seem to have an official unsigned type so
4711 * don't advertise it yet as I'm not sure how we handle it.
4712 * We might need to add some clamping in the shader engine to
4714 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4715 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4716 WINED3DDTCAPS_UBYTE4N |
4717 WINED3DDTCAPS_SHORT2N |
4718 WINED3DDTCAPS_SHORT4N;
4719 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4721 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4722 WINED3DDTCAPS_FLOAT16_4;
4725 pCaps->DeclTypes = 0;
4727 /* Set DirectDraw helper Caps */
4728 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4729 WINEDDCKEYCAPS_SRCBLT;
4730 fx_caps = WINEDDFXCAPS_BLTALPHA |
4731 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4732 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4733 WINEDDFXCAPS_BLTROTATION90 |
4734 WINEDDFXCAPS_BLTSHRINKX |
4735 WINEDDFXCAPS_BLTSHRINKXN |
4736 WINEDDFXCAPS_BLTSHRINKY |
4737 WINEDDFXCAPS_BLTSHRINKXN |
4738 WINEDDFXCAPS_BLTSTRETCHX |
4739 WINEDDFXCAPS_BLTSTRETCHXN |
4740 WINEDDFXCAPS_BLTSTRETCHY |
4741 WINEDDFXCAPS_BLTSTRETCHYN;
4742 blit_caps = WINEDDCAPS_BLT |
4743 WINEDDCAPS_BLTCOLORFILL |
4744 WINEDDCAPS_BLTDEPTHFILL |
4745 WINEDDCAPS_BLTSTRETCH |
4746 WINEDDCAPS_CANBLTSYSMEM |
4747 WINEDDCAPS_CANCLIP |
4748 WINEDDCAPS_CANCLIPSTRETCHED |
4749 WINEDDCAPS_COLORKEY |
4750 WINEDDCAPS_COLORKEYHWASSIST |
4751 WINEDDCAPS_ALIGNBOUNDARYSRC;
4753 /* Fill the ddraw caps structure */
4754 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4755 WINEDDCAPS_PALETTE |
4757 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4758 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4759 WINEDDCAPS2_PRIMARYGAMMA |
4760 WINEDDCAPS2_WIDESURFACES |
4761 WINEDDCAPS2_CANRENDERWINDOWED;
4762 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4763 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4764 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4765 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4766 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4767 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4768 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4769 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4770 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4772 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4773 WINEDDSCAPS_BACKBUFFER |
4775 WINEDDSCAPS_FRONTBUFFER |
4776 WINEDDSCAPS_OFFSCREENPLAIN |
4777 WINEDDSCAPS_PALETTE |
4778 WINEDDSCAPS_PRIMARYSURFACE |
4779 WINEDDSCAPS_SYSTEMMEMORY |
4780 WINEDDSCAPS_VIDEOMEMORY |
4781 WINEDDSCAPS_VISIBLE;
4782 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4784 /* Set D3D caps if OpenGL is available. */
4785 if (adapter->opengl)
4787 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4788 WINEDDSCAPS_MIPMAP |
4789 WINEDDSCAPS_TEXTURE |
4790 WINEDDSCAPS_ZBUFFER;
4791 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4797 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4798 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4799 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4801 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4802 IWineD3DDeviceImpl *object;
4805 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4806 "parent %p, device_parent %p, device %p.\n",
4807 iface, adapter_idx, device_type, focus_window, flags,
4808 parent, device_parent, device);
4810 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4811 * number and create a device without a 3D adapter for 2D only operation. */
4812 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4814 return WINED3DERR_INVALIDCALL;
4817 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4820 ERR("Failed to allocate device memory.\n");
4821 return E_OUTOFMEMORY;
4824 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4827 WARN("Failed to initialize device, hr %#x.\n", hr);
4828 HeapFree(GetProcessHeap(), 0, object);
4832 TRACE("Created device %p.\n", object);
4833 *device = (IWineD3DDevice *)object;
4835 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4840 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4841 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4842 IUnknown_AddRef(This->parent);
4843 *pParent = This->parent;
4847 static void WINE_GLAPI invalid_func(const void *data)
4849 ERR("Invalid vertex attribute function called\n");
4853 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4855 ERR("Invalid texcoord function called\n");
4859 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4860 * the extension detection and are used in drawStridedSlow
4862 static void WINE_GLAPI position_d3dcolor(const void *data)
4864 DWORD pos = *((const DWORD *)data);
4866 FIXME("Add a test for fixed function position from d3dcolor type\n");
4867 glVertex4s(D3DCOLOR_B_R(pos),
4873 static void WINE_GLAPI position_float4(const void *data)
4875 const GLfloat *pos = data;
4877 if (pos[3] != 0.0f && pos[3] != 1.0f)
4879 float w = 1.0f / pos[3];
4881 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4889 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4891 DWORD diffuseColor = *((const DWORD *)data);
4893 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4894 D3DCOLOR_B_G(diffuseColor),
4895 D3DCOLOR_B_B(diffuseColor),
4896 D3DCOLOR_B_A(diffuseColor));
4899 static void WINE_GLAPI specular_d3dcolor(const void *data)
4901 DWORD specularColor = *((const DWORD *)data);
4902 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4903 D3DCOLOR_B_G(specularColor),
4904 D3DCOLOR_B_B(specularColor)};
4906 specular_func_3ubv(d);
4909 static void WINE_GLAPI warn_no_specular_func(const void *data)
4911 WARN("GL_EXT_secondary_color not supported\n");
4914 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4916 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4917 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4918 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4919 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4920 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4921 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4922 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4923 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4924 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4925 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4926 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4927 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4928 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4929 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4930 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4931 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4932 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4934 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4935 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4936 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4937 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4938 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4939 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4940 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4941 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4942 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4943 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4944 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4945 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4946 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4947 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4948 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4949 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4950 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4952 /* No 4 component entry points here */
4953 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4954 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4955 if (gl_info->supported[EXT_SECONDARY_COLOR])
4957 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4961 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4963 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4964 if (gl_info->supported[EXT_SECONDARY_COLOR])
4966 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4967 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4971 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4973 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4974 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4975 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4976 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4977 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4978 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4979 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4980 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4981 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4982 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4983 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4984 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4986 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4987 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4989 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4990 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4991 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4992 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4993 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4994 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4995 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4996 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4997 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4998 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4999 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5000 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5001 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5002 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5003 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5004 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5005 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5007 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5008 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5009 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5010 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5011 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5012 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5013 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5014 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5015 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5016 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5017 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5018 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5019 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5020 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5021 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5022 if (gl_info->supported[NV_HALF_FLOAT])
5024 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5025 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5026 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5028 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5029 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5033 static BOOL InitAdapters(IWineD3DImpl *This)
5035 static HMODULE mod_gl;
5037 int ps_selected_mode, vs_selected_mode;
5039 /* No need to hold any lock. The calling library makes sure only one thread calls
5040 * wined3d simultaneously
5043 TRACE("Initializing adapters\n");
5046 #ifdef USE_WIN32_OPENGL
5047 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5048 mod_gl = LoadLibraryA("opengl32.dll");
5050 ERR("Can't load opengl32.dll!\n");
5054 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5055 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5056 mod_gl = GetModuleHandleA("gdi32.dll");
5060 /* Load WGL core functions from opengl32.dll */
5061 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5065 if(!pwglGetProcAddress) {
5066 ERR("Unable to load wglGetProcAddress!\n");
5070 /* Dynamically load all GL core functions */
5074 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5075 * otherwise because we have to use winex11.drv's override
5077 #ifdef USE_WIN32_OPENGL
5078 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5079 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5081 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5082 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5085 glEnableWINE = glEnable;
5086 glDisableWINE = glDisable;
5088 /* For now only one default adapter */
5090 struct wined3d_adapter *adapter = &This->adapters[0];
5091 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5092 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5096 WineD3D_PixelFormat *cfgs;
5097 DISPLAY_DEVICEW DisplayDevice;
5100 TRACE("Initializing default adapter\n");
5101 adapter->ordinal = 0;
5102 adapter->monitorPoint.x = -1;
5103 adapter->monitorPoint.y = -1;
5105 if (!AllocateLocallyUniqueId(&adapter->luid))
5107 DWORD err = GetLastError();
5108 ERR("Failed to set adapter LUID (%#x).\n", err);
5111 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5112 adapter->luid.HighPart, adapter->luid.LowPart);
5114 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5116 ERR("Failed to get a gl context for default adapter\n");
5120 ret = IWineD3DImpl_FillGLCaps(adapter);
5122 ERR("Failed to initialize gl caps for default adapter\n");
5123 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5126 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5128 ERR("Failed to init gl formats\n");
5129 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5133 hdc = fake_gl_ctx.dc;
5135 /* Use the VideoRamSize registry setting when set */
5136 if(wined3d_settings.emulated_textureram)
5137 adapter->TextureRam = wined3d_settings.emulated_textureram;
5139 adapter->TextureRam = adapter->gl_info.vidmem;
5140 adapter->UsedTextureRam = 0;
5141 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5143 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5144 DisplayDevice.cb = sizeof(DisplayDevice);
5145 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5146 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5147 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5149 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5156 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5157 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5159 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5160 cfgs = adapter->cfgs;
5161 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5162 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5163 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5164 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5165 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5166 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5167 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5168 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5169 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5170 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5171 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5173 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5175 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5180 /* Cache the pixel format */
5181 cfgs->iPixelFormat = iPixelFormat;
5182 cfgs->redSize = values[0];
5183 cfgs->greenSize = values[1];
5184 cfgs->blueSize = values[2];
5185 cfgs->alphaSize = values[3];
5186 cfgs->colorSize = values[4];
5187 cfgs->depthSize = values[5];
5188 cfgs->stencilSize = values[6];
5189 cfgs->windowDrawable = values[7];
5190 cfgs->iPixelType = values[8];
5191 cfgs->doubleBuffer = values[9];
5192 cfgs->auxBuffers = values[10];
5194 cfgs->numSamples = 0;
5195 /* Check multisample support */
5196 if (gl_info->supported[ARB_MULTISAMPLE])
5198 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5200 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5201 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5202 * value[1] = number of multi sample buffers*/
5204 cfgs->numSamples = value[1];
5208 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5209 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5210 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5211 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5212 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5218 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5219 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5220 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5222 cfgs = adapter->cfgs;
5223 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5225 PIXELFORMATDESCRIPTOR ppfd;
5227 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5231 /* We only want HW acceleration using an OpenGL ICD driver.
5232 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5233 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5235 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5237 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5241 cfgs->iPixelFormat = iPixelFormat;
5242 cfgs->redSize = ppfd.cRedBits;
5243 cfgs->greenSize = ppfd.cGreenBits;
5244 cfgs->blueSize = ppfd.cBlueBits;
5245 cfgs->alphaSize = ppfd.cAlphaBits;
5246 cfgs->colorSize = ppfd.cColorBits;
5247 cfgs->depthSize = ppfd.cDepthBits;
5248 cfgs->stencilSize = ppfd.cStencilBits;
5249 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5250 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5251 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5252 cfgs->auxBuffers = ppfd.cAuxBuffers;
5253 cfgs->numSamples = 0;
5255 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5256 "depth=%d, stencil=%d, windowDrawable=%d\n",
5257 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5258 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5259 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5264 /* 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 */
5267 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5269 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5270 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5275 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5276 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5277 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5278 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5279 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5280 * driver is allowed to consume more bits EXCEPT for stencil bits.
5282 * Mark an adapter with this broken stencil behavior.
5284 adapter->brokenStencil = TRUE;
5285 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5287 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5288 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5289 adapter->brokenStencil = FALSE;
5294 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5296 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5297 fillGLAttribFuncs(&adapter->gl_info);
5298 adapter->opengl = TRUE;
5300 This->adapter_count = 1;
5301 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5306 /* Initialize an adapter for ddraw-only memory counting */
5307 memset(This->adapters, 0, sizeof(This->adapters));
5308 This->adapters[0].ordinal = 0;
5309 This->adapters[0].opengl = FALSE;
5310 This->adapters[0].monitorPoint.x = -1;
5311 This->adapters[0].monitorPoint.y = -1;
5313 This->adapters[0].driver_info.name = "Display";
5314 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5315 if(wined3d_settings.emulated_textureram) {
5316 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5318 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5321 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5323 This->adapter_count = 1;
5327 /**********************************************************
5328 * IWineD3D VTbl follows
5329 **********************************************************/
5331 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5334 IWineD3DImpl_QueryInterface,
5335 IWineD3DImpl_AddRef,
5336 IWineD3DImpl_Release,
5338 IWineD3DImpl_GetParent,
5339 IWineD3DImpl_GetAdapterCount,
5340 IWineD3DImpl_RegisterSoftwareDevice,
5341 IWineD3DImpl_GetAdapterMonitor,
5342 IWineD3DImpl_GetAdapterModeCount,
5343 IWineD3DImpl_EnumAdapterModes,
5344 IWineD3DImpl_GetAdapterDisplayMode,
5345 IWineD3DImpl_GetAdapterIdentifier,
5346 IWineD3DImpl_CheckDeviceMultiSampleType,
5347 IWineD3DImpl_CheckDepthStencilMatch,
5348 IWineD3DImpl_CheckDeviceType,
5349 IWineD3DImpl_CheckDeviceFormat,
5350 IWineD3DImpl_CheckDeviceFormatConversion,
5351 IWineD3DImpl_GetDeviceCaps,
5352 IWineD3DImpl_CreateDevice
5355 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5357 const struct wined3d_parent_ops wined3d_null_parent_ops =
5359 wined3d_null_wined3d_object_destroyed,
5362 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5364 wined3d->lpVtbl = &IWineD3D_Vtbl;
5365 wined3d->dxVersion = version;
5367 wined3d->parent = parent;
5369 if (!InitAdapters(wined3d))
5371 WARN("Failed to initialize adapters.\n");
5374 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);