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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE},
46 {"GL_APPLE_fence", APPLE_FENCE},
49 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL},
50 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3},
51 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE},
52 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP},
55 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS},
56 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM},
57 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER},
58 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL},
59 {"GL_ARB_imaging", ARB_IMAGING},
60 {"GL_ARB_multisample", ARB_MULTISAMPLE}, /* needs GLX_ARB_MULTISAMPLE as well */
61 {"GL_ARB_multitexture", ARB_MULTITEXTURE},
62 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY},
63 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT},
64 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS},
65 {"GL_ARB_point_sprite", ARB_POINT_SPRITE},
66 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP},
67 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION},
68 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP},
69 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD},
70 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE},
71 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3},
72 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT},
73 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT},
74 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO},
75 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND},
76 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT},
77 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM},
78 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER},
81 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX},
82 {"GL_EXT_fog_coord", EXT_FOG_COORD},
83 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT},
84 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT},
85 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE},
86 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS},
87 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR},
88 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE},
89 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP},
90 {"GL_EXT_texture3D", EXT_TEXTURE3D},
91 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC},
92 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD},
93 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE},
94 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3},
95 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB},
96 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
97 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD},
98 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS},
99 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER},
100 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING},
103 {"GL_NV_half_float", NV_HALF_FLOAT},
104 {"GL_NV_fence", NV_FENCE},
105 {"GL_NV_fog_distance", NV_FOG_DISTANCE},
106 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM},
107 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2},
108 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS},
109 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2},
110 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION},
111 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4},
112 {"GL_NV_texture_shader", NV_TEXTURE_SHADER},
113 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2},
114 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3},
115 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY},
116 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM},
117 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1},
118 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2},
119 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3},
122 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP},
125 /**********************************************************
126 * Utility functions follow
127 **********************************************************/
130 static int numAdapters = 0;
131 static struct WineD3DAdapter Adapters[1];
134 int minLookup[MAX_LOOKUPS];
135 int maxLookup[MAX_LOOKUPS];
136 DWORD *stateLookup[MAX_LOOKUPS];
138 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
142 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
143 * ie there is no GL Context - Get a default rendering context to enable the
144 * function query some info from GL
147 static int wined3d_fake_gl_context_ref = 0;
148 static BOOL wined3d_fake_gl_context_foreign;
149 static BOOL wined3d_fake_gl_context_available = FALSE;
150 static HDC wined3d_fake_gl_context_hdc = NULL;
151 static HWND wined3d_fake_gl_context_hwnd = NULL;
153 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
154 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
156 0, 0, &wined3d_fake_gl_context_cs,
157 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
158 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
159 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
161 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
163 static void WineD3D_ReleaseFakeGLContext(void) {
166 EnterCriticalSection(&wined3d_fake_gl_context_cs);
168 if(!wined3d_fake_gl_context_available) {
169 TRACE_(d3d_caps)("context not available\n");
170 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
174 glCtx = pwglGetCurrentContext();
176 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
177 if (0 == (--wined3d_fake_gl_context_ref) ) {
178 if(!wined3d_fake_gl_context_foreign && glCtx) {
179 TRACE_(d3d_caps)("destroying fake GL context\n");
180 pwglMakeCurrent(NULL, NULL);
181 pwglDeleteContext(glCtx);
183 if(wined3d_fake_gl_context_hdc)
184 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
185 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
186 if(wined3d_fake_gl_context_hwnd)
187 DestroyWindow(wined3d_fake_gl_context_hwnd);
188 wined3d_fake_gl_context_hwnd = NULL;
189 wined3d_fake_gl_context_available = FALSE;
191 assert(wined3d_fake_gl_context_ref >= 0);
193 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
197 static BOOL WineD3D_CreateFakeGLContext(void) {
201 EnterCriticalSection(&wined3d_fake_gl_context_cs);
203 TRACE("getting context...\n");
204 if(wined3d_fake_gl_context_ref > 0) goto ret;
205 assert(0 == wined3d_fake_gl_context_ref);
207 wined3d_fake_gl_context_foreign = TRUE;
209 glCtx = pwglGetCurrentContext();
211 PIXELFORMATDESCRIPTOR pfd;
214 wined3d_fake_gl_context_foreign = FALSE;
216 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
217 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
218 if(!wined3d_fake_gl_context_hwnd) {
219 ERR("HWND creation failed!\n");
222 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
223 if(!wined3d_fake_gl_context_hdc) {
224 ERR("GetDC failed!\n");
228 /* PixelFormat selection */
229 ZeroMemory(&pfd, sizeof(pfd));
230 pfd.nSize = sizeof(pfd);
232 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
233 pfd.iPixelType = PFD_TYPE_RGBA;
235 pfd.iLayerType = PFD_MAIN_PLANE;
237 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
239 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
240 ERR("Can't find a suitable iPixelFormat\n");
243 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
244 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
246 /* Create a GL context */
247 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
249 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
253 /* Make it the current GL context */
254 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
255 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
261 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
262 wined3d_fake_gl_context_ref++;
263 wined3d_fake_gl_context_available = TRUE;
264 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
267 if(wined3d_fake_gl_context_hdc)
268 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
269 wined3d_fake_gl_context_hdc = NULL;
270 if(wined3d_fake_gl_context_hwnd)
271 DestroyWindow(wined3d_fake_gl_context_hwnd);
272 wined3d_fake_gl_context_hwnd = NULL;
273 if(glCtx) pwglDeleteContext(glCtx);
274 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
280 /**********************************************************
281 * IUnknown parts follows
282 **********************************************************/
284 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
288 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
289 if (IsEqualGUID(riid, &IID_IUnknown)
290 || IsEqualGUID(riid, &IID_IWineD3DBase)
291 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
292 IUnknown_AddRef(iface);
297 return E_NOINTERFACE;
300 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
301 IWineD3DImpl *This = (IWineD3DImpl *)iface;
302 ULONG refCount = InterlockedIncrement(&This->ref);
304 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
308 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
309 IWineD3DImpl *This = (IWineD3DImpl *)iface;
311 TRACE("(%p) : Releasing from %d\n", This, This->ref);
312 ref = InterlockedDecrement(&This->ref);
314 HeapFree(GetProcessHeap(), 0, This);
320 /* Set the shader type for this device, depending on the given capabilities,
321 * the device type, and the user preferences in wined3d_settings */
323 static void select_shader_mode(
324 WineD3D_GL_Info *gl_info,
325 WINED3DDEVTYPE DeviceType,
329 if (wined3d_settings.vs_mode == VS_NONE) {
330 *vs_selected = SHADER_NONE;
331 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
332 *vs_selected = SHADER_GLSL;
333 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
334 *vs_selected = SHADER_ARB;
336 *vs_selected = SHADER_NONE;
339 if (wined3d_settings.ps_mode == PS_NONE) {
340 *ps_selected = SHADER_NONE;
341 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
342 *ps_selected = SHADER_GLSL;
343 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
344 *ps_selected = SHADER_ARB;
346 *ps_selected = SHADER_NONE;
350 /** Select the number of report maximum shader constants based on the selected shader modes */
351 static void select_shader_max_constants(
352 int ps_selected_mode,
353 int vs_selected_mode,
354 WineD3D_GL_Info *gl_info) {
356 switch (vs_selected_mode) {
358 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
359 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
362 /* We have to subtract any other PARAMs that we might use in our shader programs.
363 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
364 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
365 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
368 gl_info->max_vshader_constantsF = 0;
372 switch (ps_selected_mode) {
374 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
375 * In theory the texbem instruction may need one more shader constant too. But lets assume
376 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
377 * and lets not take away a uniform needlessly from all other shaders.
379 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
382 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
383 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
385 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
388 gl_info->max_pshader_constantsF = 0;
393 /**********************************************************
394 * IWineD3D parts follows
395 **********************************************************/
397 #define GLINFO_LOCATION (*gl_info)
398 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
399 const char *GL_Extensions = NULL;
400 const char *WGL_Extensions = NULL;
401 const char *gl_string = NULL;
402 const char *gl_string_cursor = NULL;
404 GLfloat gl_floatv[2];
405 int major = 1, minor = 0;
406 BOOL return_value = TRUE;
410 TRACE_(d3d_caps)("(%p)\n", gl_info);
412 gl_string = (const char *) glGetString(GL_RENDERER);
413 if (NULL == gl_string)
415 strcpy(gl_info->gl_renderer, gl_string);
417 gl_string = (const char *) glGetString(GL_VENDOR);
418 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
419 if (gl_string != NULL) {
420 /* Fill in the GL vendor */
421 if (strstr(gl_string, "NVIDIA")) {
422 gl_info->gl_vendor = VENDOR_NVIDIA;
423 } else if (strstr(gl_string, "ATI")) {
424 gl_info->gl_vendor = VENDOR_ATI;
425 } else if (strstr(gl_string, "Intel(R)") ||
426 strstr(gl_info->gl_renderer, "Intel(R)")) {
427 gl_info->gl_vendor = VENDOR_INTEL;
428 } else if (strstr(gl_string, "Mesa")) {
429 gl_info->gl_vendor = VENDOR_MESA;
431 gl_info->gl_vendor = VENDOR_WINE;
434 gl_info->gl_vendor = VENDOR_WINE;
438 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
440 /* Parse the GL_VERSION field into major and minor information */
441 gl_string = (const char *) glGetString(GL_VERSION);
442 if (gl_string != NULL) {
444 switch (gl_info->gl_vendor) {
446 gl_string_cursor = strstr(gl_string, "NVIDIA");
447 if (!gl_string_cursor) {
448 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
452 gl_string_cursor = strstr(gl_string_cursor, " ");
453 if (!gl_string_cursor) {
454 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
458 while (*gl_string_cursor == ' ') {
462 if (!*gl_string_cursor) {
463 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
467 major = atoi(gl_string_cursor);
468 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
472 if (*gl_string_cursor++ != '.') {
473 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
477 minor = atoi(gl_string_cursor);
478 minor = major*100+minor;
485 gl_string_cursor = strchr(gl_string, '-');
486 if (gl_string_cursor) {
490 /* Check if version number is of the form x.y.z */
491 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
493 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
495 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
497 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
500 /* Mark version number as malformed */
502 gl_string_cursor = 0;
505 if (!gl_string_cursor)
506 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
508 major = *gl_string_cursor - '0';
509 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
515 gl_string_cursor = strstr(gl_string, "Mesa");
516 gl_string_cursor = strstr(gl_string_cursor, " ");
517 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
518 if (*gl_string_cursor) {
522 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
523 tmp[cursor++] = *gl_string_cursor;
529 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
533 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
534 tmp[cursor++] = *gl_string_cursor;
546 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
547 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
550 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
553 * Initialize openGL extension related variables
554 * with Default values
556 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
557 gl_info->max_buffers = 1;
558 gl_info->max_textures = 1;
559 gl_info->max_texture_stages = 1;
560 gl_info->max_fragment_samplers = 1;
561 gl_info->max_vertex_samplers = 0;
562 gl_info->max_combined_samplers = 0;
563 gl_info->max_sampler_stages = 1;
564 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
565 gl_info->ps_arb_max_temps = 0;
566 gl_info->ps_arb_max_instructions = 0;
567 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
568 gl_info->vs_arb_max_temps = 0;
569 gl_info->vs_arb_max_instructions = 0;
570 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
571 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
572 gl_info->vs_glsl_constantsF = 0;
573 gl_info->ps_glsl_constantsF = 0;
574 gl_info->vs_arb_constantsF = 0;
575 gl_info->ps_arb_constantsF = 0;
577 /* Now work out what GL support this card really has */
578 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
583 /* Retrieve opengl defaults */
584 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
585 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
586 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
588 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
589 gl_info->max_lights = gl_max;
590 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
592 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
593 gl_info->max_texture_size = gl_max;
594 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
596 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
597 gl_info->max_pointsize = gl_floatv[1];
598 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
600 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
601 gl_info->max_aux_buffers = gl_max;
602 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
604 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
605 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
606 TRACE_(d3d_caps)("GL_Extensions reported:\n");
608 if (NULL == GL_Extensions) {
609 ERR(" GL_Extensions returns NULL\n");
611 while (*GL_Extensions != 0x00) {
616 while (isspace(*GL_Extensions)) GL_Extensions++;
617 Start = GL_Extensions;
618 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
622 len = GL_Extensions - Start;
623 if (len == 0 || len >= sizeof(ThisExtn))
626 memcpy(ThisExtn, Start, len);
627 ThisExtn[len] = '\0';
628 TRACE_(d3d_caps)("- %s\n", ThisExtn);
630 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
631 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
632 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
633 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
639 if (gl_info->supported[APPLE_FENCE]) {
640 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
641 * The apple extension interacts with some other apple exts. Disable the NV
642 * extension if the apple one is support to prevent confusion in other parts
645 gl_info->supported[NV_FENCE] = FALSE;
647 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
648 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
649 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
651 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
652 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
653 * Won't occur in any real world situation though
655 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
657 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
658 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
659 gl_info->max_buffers = gl_max;
660 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
662 if (gl_info->supported[ARB_MULTITEXTURE]) {
663 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
664 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
665 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
667 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
669 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
670 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
672 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
674 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
676 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
678 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
679 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
681 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
683 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
685 if (gl_info->supported[ARB_VERTEX_SHADER]) {
687 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
688 gl_info->max_vertex_samplers = tmp;
689 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
690 gl_info->max_combined_samplers = tmp;
692 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
694 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
695 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
697 if (gl_info->supported[ARB_VERTEX_BLEND]) {
698 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
699 gl_info->max_blends = gl_max;
700 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
702 if (gl_info->supported[EXT_TEXTURE3D]) {
703 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
704 gl_info->max_texture3d_size = gl_max;
705 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
707 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
708 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
709 gl_info->max_anisotropy = gl_max;
710 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
712 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
713 gl_info->ps_arb_version = PS_VERSION_11;
714 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
715 gl_info->ps_arb_constantsF = gl_max;
716 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
717 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
718 gl_info->ps_arb_max_temps = gl_max;
719 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM temporaries: %d\n", gl_info->ps_arb_max_temps);
720 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
721 gl_info->ps_arb_max_instructions = gl_max;
722 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM instructions: %d\n", gl_info->ps_arb_max_instructions);
724 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
725 gl_info->vs_arb_version = VS_VERSION_11;
726 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
727 gl_info->vs_arb_constantsF = gl_max;
728 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
729 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
730 gl_info->vs_arb_max_temps = gl_max;
731 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM temporaries: %d\n", gl_info->vs_arb_max_temps);
732 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
733 gl_info->vs_arb_max_instructions = gl_max;
734 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM instructions: %d\n", gl_info->vs_arb_max_instructions);
736 if (gl_info->supported[ARB_VERTEX_SHADER]) {
737 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
738 gl_info->vs_glsl_constantsF = gl_max / 4;
739 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
741 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
742 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
743 gl_info->ps_glsl_constantsF = gl_max / 4;
744 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
746 if (gl_info->supported[EXT_VERTEX_SHADER]) {
747 gl_info->vs_ati_version = VS_VERSION_11;
749 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
750 gl_info->vs_nv_version = VS_VERSION_30;
751 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
752 gl_info->vs_nv_version = VS_VERSION_20;
753 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
754 gl_info->vs_nv_version = VS_VERSION_11;
755 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
756 gl_info->vs_nv_version = VS_VERSION_10;
758 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
759 gl_info->ps_nv_version = PS_VERSION_30;
760 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
761 gl_info->ps_nv_version = PS_VERSION_20;
765 checkGLcall("extension detection\n");
767 /* In some cases the number of texture stages can be larger than the number
768 * of samplers. The GF4 for example can use only 2 samplers (no fragment
769 * shaders), but 8 texture stages (register combiners). */
770 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
772 /* We can only use ORM_FBO when the hardware supports it. */
773 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
774 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
775 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
778 /* MRTs are currently only supported when FBOs are used. */
779 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
780 gl_info->max_buffers = 1;
783 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
784 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
785 * in case of the latest videocards in the number of pixel/vertex pipelines.
787 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
788 * rendering. Various games use this information to get a rough estimation of the features of the card
789 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
790 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
791 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
794 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
795 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
796 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
797 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
798 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
799 * is used for rendering which is not always the case). This would work but it is not very portable. Second
800 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
803 * As said most games only use the PCI id to get an indication of the capabilities of the card.
804 * It doesn't really matter if the given id is the correct one if we return the id of a card with
805 * similar 3d features.
807 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
808 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
809 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
810 * won't pass we return a default card. This way is better than maintaining a full card database as even
811 * without a full database we can return a card with similar features. Second the size of the database
812 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
813 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
814 * to distinguishes between different models from that family.
816 switch (gl_info->gl_vendor) {
818 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
819 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
821 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
822 if (strstr(gl_info->gl_renderer, "8800"))
823 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
824 else if(strstr(gl_info->gl_renderer, "8600") ||
825 strstr(gl_info->gl_renderer, "8700"))
826 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
827 else if(strstr(gl_info->gl_renderer, "8300") ||
828 strstr(gl_info->gl_renderer, "8400") ||
829 strstr(gl_info->gl_renderer, "8500"))
830 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
831 else if(strstr(gl_info->gl_renderer, "7800") ||
832 strstr(gl_info->gl_renderer, "7900") ||
833 strstr(gl_info->gl_renderer, "7950") ||
834 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
835 strstr(gl_info->gl_renderer, "Quadro FX 5"))
836 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
837 else if(strstr(gl_info->gl_renderer, "6800") ||
838 strstr(gl_info->gl_renderer, "7600"))
839 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
840 else if(strstr(gl_info->gl_renderer, "6600") ||
841 strstr(gl_info->gl_renderer, "6610") ||
842 strstr(gl_info->gl_renderer, "6700"))
843 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
845 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400 */
846 } else if(WINE_D3D9_CAPABLE(gl_info)) {
847 if (strstr(gl_info->gl_renderer, "5800") ||
848 strstr(gl_info->gl_renderer, "5900") ||
849 strstr(gl_info->gl_renderer, "5950") ||
850 strstr(gl_info->gl_renderer, "Quadro FX"))
851 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
852 else if(strstr(gl_info->gl_renderer, "5600") ||
853 strstr(gl_info->gl_renderer, "5650") ||
854 strstr(gl_info->gl_renderer, "5700") ||
855 strstr(gl_info->gl_renderer, "5750"))
856 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
858 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
859 } else if(WINE_D3D8_CAPABLE(gl_info)) {
860 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4"))
861 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
863 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
864 } else if(WINE_D3D7_CAPABLE(gl_info)) {
865 if (strstr(gl_info->gl_renderer, "GeForce4 MX"))
866 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
867 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR"))
868 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
869 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2"))
870 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
872 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
874 if (strstr(gl_info->gl_renderer, "TNT2"))
875 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
877 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
881 if(WINE_D3D9_CAPABLE(gl_info)) {
883 if (strstr(gl_info->gl_renderer, "X1600") ||
884 strstr(gl_info->gl_renderer, "X1800") ||
885 strstr(gl_info->gl_renderer, "X1900") ||
886 strstr(gl_info->gl_renderer, "X1950"))
887 gl_info->gl_card = CARD_ATI_RADEON_X1600;
888 /* Radeon R4xx + X1300/X1400 (lowend R5xx) */
889 else if(strstr(gl_info->gl_renderer, "X700") ||
890 strstr(gl_info->gl_renderer, "X800") ||
891 strstr(gl_info->gl_renderer, "X850") ||
892 strstr(gl_info->gl_renderer, "X1300") ||
893 strstr(gl_info->gl_renderer, "X1400"))
894 gl_info->gl_card = CARD_ATI_RADEON_X700;
897 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
898 } else if(WINE_D3D8_CAPABLE(gl_info)) {
899 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
900 } else if(WINE_D3D7_CAPABLE(gl_info)) {
901 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
903 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
906 if (strstr(gl_info->gl_renderer, "915GM")) {
907 gl_info->gl_card = CARD_INTEL_I915GM;
908 } else if (strstr(gl_info->gl_renderer, "915G")) {
909 gl_info->gl_card = CARD_INTEL_I915G;
910 } else if (strstr(gl_info->gl_renderer, "865G")) {
911 gl_info->gl_card = CARD_INTEL_I865G;
912 } else if (strstr(gl_info->gl_renderer, "855G")) {
913 gl_info->gl_card = CARD_INTEL_I855G;
914 } else if (strstr(gl_info->gl_renderer, "830G")) {
915 gl_info->gl_card = CARD_INTEL_I830G;
917 gl_info->gl_card = CARD_INTEL_I915G;
923 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
924 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
925 * them a good generic choice.
927 gl_info->gl_vendor = VENDOR_NVIDIA;
928 if(WINE_D3D9_CAPABLE(gl_info))
929 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
930 else if(WINE_D3D8_CAPABLE(gl_info))
931 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
932 else if(WINE_D3D7_CAPABLE(gl_info))
933 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
934 else if(WINE_D3D6_CAPABLE(gl_info))
935 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
937 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
939 TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
941 /* Load all the lookup tables
942 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
943 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
944 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
946 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
947 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
950 for (i = 0; i < MAX_LOOKUPS; i++) {
951 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
954 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
955 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
956 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
957 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
958 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
959 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
960 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
961 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
962 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
963 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
965 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
966 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
967 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
968 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
969 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
972 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
973 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
974 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
975 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
976 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
977 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
978 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
979 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
980 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
981 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
982 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
983 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
984 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
986 /* TODO: config lookups */
988 /* Make sure there's an active HDC else the WGL extensions will fail */
989 hdc = pwglGetCurrentDC();
991 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
992 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
994 if (NULL == WGL_Extensions) {
995 ERR(" WGL_Extensions returns NULL\n");
997 while (*WGL_Extensions != 0x00) {
1002 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1003 Start = WGL_Extensions;
1004 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1008 len = WGL_Extensions - Start;
1009 if (len == 0 || len >= sizeof(ThisExtn))
1012 memcpy(ThisExtn, Start, len);
1013 ThisExtn[len] = '\0';
1014 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1016 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1017 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1018 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1024 return return_value;
1026 #undef GLINFO_LOCATION
1028 /**********************************************************
1029 * IWineD3D implementation follows
1030 **********************************************************/
1032 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1033 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1035 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1039 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1040 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1041 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1045 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1046 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1048 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1052 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1053 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1056 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1057 of the same bpp but different resolutions */
1059 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1060 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1061 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1062 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1064 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1068 /* TODO: Store modes per adapter and read it from the adapter structure */
1069 if (Adapter == 0) { /* Display */
1073 if (!DEBUG_SINGLE_MODE) {
1076 ZeroMemory(&DevModeW, sizeof(DevModeW));
1077 DevModeW.dmSize = sizeof(DevModeW);
1078 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1082 case WINED3DFMT_UNKNOWN:
1083 /* This is for D3D8, do not enumerate P8 here */
1084 if (DevModeW.dmBitsPerPel == 32 ||
1085 DevModeW.dmBitsPerPel == 16) i++;
1087 case WINED3DFMT_X8R8G8B8:
1088 if (DevModeW.dmBitsPerPel == 32) i++;
1090 case WINED3DFMT_R5G6B5:
1091 if (DevModeW.dmBitsPerPel == 16) i++;
1094 if (DevModeW.dmBitsPerPel == 8) i++;
1097 /* Skip other modes as they do not match the requested format */
1106 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1109 FIXME_(d3d_caps)("Adapter not primary display\n");
1114 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1115 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1116 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1117 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1119 /* Validate the parameters as much as possible */
1120 if (NULL == pMode ||
1121 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1122 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1123 return WINED3DERR_INVALIDCALL;
1126 /* TODO: Store modes per adapter and read it from the adapter structure */
1127 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1133 ZeroMemory(&DevModeW, sizeof(DevModeW));
1134 DevModeW.dmSize = sizeof(DevModeW);
1136 /* If we are filtering to a specific format (D3D9), then need to skip
1137 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1138 just count through the ones with valid bit depths */
1139 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1142 case WINED3DFMT_UNKNOWN:
1143 /* This is D3D8. Do not enumerate P8 here */
1144 if (DevModeW.dmBitsPerPel == 32 ||
1145 DevModeW.dmBitsPerPel == 16) i++;
1147 case WINED3DFMT_X8R8G8B8:
1148 if (DevModeW.dmBitsPerPel == 32) i++;
1150 case WINED3DFMT_R5G6B5:
1151 if (DevModeW.dmBitsPerPel == 16) i++;
1154 if (DevModeW.dmBitsPerPel == 8) i++;
1157 /* Modes that don't match what we support can get an early-out */
1158 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1159 return WINED3DERR_INVALIDCALL;
1164 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1165 return WINED3DERR_INVALIDCALL;
1169 /* Now get the display mode via the calculated index */
1170 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1171 pMode->Width = DevModeW.dmPelsWidth;
1172 pMode->Height = DevModeW.dmPelsHeight;
1173 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1174 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1175 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1177 if (Format == WINED3DFMT_UNKNOWN)
1179 switch (DevModeW.dmBitsPerPel)
1182 pMode->Format = WINED3DFMT_P8;
1185 pMode->Format = WINED3DFMT_R5G6B5;
1188 pMode->Format = WINED3DFMT_X8R8G8B8;
1191 pMode->Format = WINED3DFMT_UNKNOWN;
1192 ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
1195 pMode->Format = Format;
1198 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1199 return WINED3DERR_INVALIDCALL;
1202 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1203 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1204 DevModeW.dmBitsPerPel);
1206 } else if (DEBUG_SINGLE_MODE) {
1207 /* Return one setting of the format requested */
1208 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1210 pMode->Height = 600;
1211 pMode->RefreshRate = 60;
1212 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1214 FIXME_(d3d_caps)("Adapter not primary display\n");
1220 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1221 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1222 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1224 if (NULL == pMode ||
1225 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1226 return WINED3DERR_INVALIDCALL;
1229 if (Adapter == 0) { /* Display */
1233 ZeroMemory(&DevModeW, sizeof(DevModeW));
1234 DevModeW.dmSize = sizeof(DevModeW);
1236 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1237 pMode->Width = DevModeW.dmPelsWidth;
1238 pMode->Height = DevModeW.dmPelsHeight;
1239 bpp = DevModeW.dmBitsPerPel;
1240 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1241 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1243 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1247 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1248 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1249 case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1250 case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1251 default: pMode->Format = WINED3DFMT_UNKNOWN;
1255 FIXME_(d3d_caps)("Adapter not primary display\n");
1258 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1259 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1263 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1264 and fields being inserted in the middle, a new structure is used in place */
1265 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1266 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1267 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1269 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1271 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1272 return WINED3DERR_INVALIDCALL;
1275 /* Return the information requested */
1276 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1277 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1278 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1280 /* Note dx8 doesn't supply a DeviceName */
1281 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1282 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1283 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1284 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.gl_driver_version;
1285 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1286 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1287 *(pIdentifier->SubSysId) = 0;
1288 *(pIdentifier->Revision) = 0;
1290 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1291 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1292 *(pIdentifier->WHQLLevel) = 0;
1294 *(pIdentifier->WHQLLevel) = 1;
1300 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1301 short redSize, greenSize, blueSize, alphaSize, colorBits;
1306 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1307 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1311 if(cfg->redSize < redSize)
1314 if(cfg->greenSize < greenSize)
1317 if(cfg->blueSize < blueSize)
1320 if(cfg->alphaSize < alphaSize)
1326 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1327 short depthSize, stencilSize;
1332 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1333 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1337 if(cfg->depthSize < depthSize)
1340 if(cfg->stencilSize < stencilSize)
1346 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1347 WINED3DFORMAT AdapterFormat,
1348 WINED3DFORMAT RenderTargetFormat,
1349 WINED3DFORMAT DepthStencilFormat) {
1350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1352 WineD3D_PixelFormat *cfgs;
1355 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1357 DeviceType, debug_d3ddevicetype(DeviceType),
1358 AdapterFormat, debug_d3dformat(AdapterFormat),
1359 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1360 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1362 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1363 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1364 return WINED3DERR_INVALIDCALL;
1367 cfgs = Adapters[Adapter].cfgs;
1368 nCfgs = Adapters[Adapter].nCfgs;
1369 for (it = 0; it < nCfgs; ++it) {
1370 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1371 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1372 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1377 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1379 return WINED3DERR_NOTAVAILABLE;
1382 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1383 WINED3DFORMAT SurfaceFormat,
1384 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1386 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1387 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1390 DeviceType, debug_d3ddevicetype(DeviceType),
1391 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1396 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1397 return WINED3DERR_INVALIDCALL;
1400 /* TODO: Store in Adapter structure */
1401 if (pQualityLevels != NULL) {
1402 static int s_single_shot = 0;
1403 if (!s_single_shot) {
1404 FIXME("Quality levels unsupported at present\n");
1407 *pQualityLevels = 1; /* Guess at a value! */
1410 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1411 return WINED3DERR_NOTAVAILABLE;
1414 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1415 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1417 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1419 WineD3D_PixelFormat *cfgs;
1421 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1423 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1426 CheckType, debug_d3ddevicetype(CheckType),
1427 DisplayFormat, debug_d3dformat(DisplayFormat),
1428 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1431 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1432 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1433 return WINED3DERR_INVALIDCALL;
1436 cfgs = Adapters[Adapter].cfgs;
1437 nCfgs = Adapters[Adapter].nCfgs;
1438 for (it = 0; it < nCfgs; ++it) {
1439 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1441 TRACE_(d3d_caps)("OK\n");
1446 if(hr != WINED3D_OK)
1447 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1449 if(hr != WINED3D_OK)
1450 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1455 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1456 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1457 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1458 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1459 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1462 DeviceType, debug_d3ddevicetype(DeviceType),
1463 AdapterFormat, debug_d3dformat(AdapterFormat),
1464 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1465 RType, debug_d3dresourcetype(RType),
1466 CheckFormat, debug_d3dformat(CheckFormat));
1468 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1469 return WINED3DERR_INVALIDCALL;
1472 if (Usage & WINED3DUSAGE_QUERY_FILTER) {
1473 switch (CheckFormat) {
1474 /* Filtering not supported */
1475 case WINED3DFMT_A32B32G32R32F:
1476 TRACE_(d3d_caps)("[FAILED]\n");
1477 return WINED3DERR_NOTAVAILABLE;
1483 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1484 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1485 TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n");
1486 return WINED3DERR_NOTAVAILABLE;
1490 if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
1491 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1492 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
1493 return WINED3DERR_NOTAVAILABLE;
1495 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
1496 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
1497 * app needing one of those formats, don't advertize them to avoid leading apps into
1498 * temptation. The windows drivers don't support most of those formats on volumes anyway,
1501 switch(CheckFormat) {
1503 case WINED3DFMT_A4L4:
1504 case WINED3DFMT_R32F:
1505 case WINED3DFMT_R16F:
1506 case WINED3DFMT_X8L8V8U8:
1507 case WINED3DFMT_L6V5U5:
1508 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1509 return WINED3DERR_NOTAVAILABLE;
1511 case WINED3DFMT_Q8W8V8U8:
1512 case WINED3DFMT_V16U16:
1513 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1514 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1515 return WINED3DERR_NOTAVAILABLE;
1519 case WINED3DFMT_V8U8:
1520 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1521 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1522 return WINED3DERR_NOTAVAILABLE;
1526 case WINED3DFMT_DXT1:
1527 case WINED3DFMT_DXT2:
1528 case WINED3DFMT_DXT3:
1529 case WINED3DFMT_DXT4:
1530 case WINED3DFMT_DXT5:
1531 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
1532 * compressed texture results in an error. While the D3D refrast does
1533 * support s3tc volumes, at least the nvidia windows driver does not, so
1534 * we're free not to support this format.
1536 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
1537 return WINED3DERR_NOTAVAILABLE;
1540 /* Do nothing, continue with checking the format below */
1544 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1545 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1546 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1547 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1548 if (!GL_LIMITS(vertex_samplers)) {
1549 TRACE_(d3d_caps)("[FAILED]\n");
1550 return WINED3DERR_NOTAVAILABLE;
1553 switch (CheckFormat) {
1554 case WINED3DFMT_A32B32G32R32F:
1555 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1556 TRACE_(d3d_caps)("[FAILED]\n");
1557 return WINED3DERR_NOTAVAILABLE;
1559 TRACE_(d3d_caps)("[OK]\n");
1563 TRACE_(d3d_caps)("[FAILED]\n");
1564 return WINED3DERR_NOTAVAILABLE;
1568 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1569 switch (CheckFormat) {
1570 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1571 * Windows supports only those 3, and enumerating the other formats confuses applications
1573 case WINED3DFMT_D24S8:
1574 case WINED3DFMT_D24X8:
1575 case WINED3DFMT_D16:
1576 TRACE_(d3d_caps)("[OK]\n");
1578 case WINED3DFMT_D16_LOCKABLE:
1579 case WINED3DFMT_D24FS8:
1580 case WINED3DFMT_D32F_LOCKABLE:
1581 case WINED3DFMT_D24X4S4:
1582 case WINED3DFMT_D15S1:
1583 case WINED3DFMT_D32:
1584 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1585 return WINED3DERR_NOTAVAILABLE;
1587 TRACE_(d3d_caps)("[FAILED]\n");
1588 return WINED3DERR_NOTAVAILABLE;
1590 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1591 switch (CheckFormat) {
1592 case WINED3DFMT_R8G8B8:
1593 case WINED3DFMT_A8R8G8B8:
1594 case WINED3DFMT_X8R8G8B8:
1595 case WINED3DFMT_R5G6B5:
1596 case WINED3DFMT_X1R5G5B5:
1597 case WINED3DFMT_A1R5G5B5:
1598 case WINED3DFMT_A4R4G4B4:
1599 case WINED3DFMT_R3G3B2:
1600 case WINED3DFMT_X4R4G4B4:
1601 case WINED3DFMT_A8B8G8R8:
1602 case WINED3DFMT_X8B8G8R8:
1604 TRACE_(d3d_caps)("[OK]\n");
1606 case WINED3DFMT_R16F:
1607 case WINED3DFMT_A16B16G16R16F:
1608 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1609 TRACE_(d3d_caps)("[FAILED]\n");
1610 return WINED3DERR_NOTAVAILABLE;
1612 TRACE_(d3d_caps)("[OK]\n");
1614 case WINED3DFMT_A32B32G32R32F:
1615 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1616 TRACE_(d3d_caps)("[FAILED]\n");
1617 return WINED3DERR_NOTAVAILABLE;
1619 TRACE_(d3d_caps)("[OK]\n");
1622 TRACE_(d3d_caps)("[FAILED]\n");
1623 return WINED3DERR_NOTAVAILABLE;
1625 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1626 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1627 switch (CheckFormat) {
1628 case WINED3DFMT_V8U8:
1629 TRACE_(d3d_caps)("[OK]\n");
1631 /* TODO: Other bump map formats */
1633 TRACE_(d3d_caps)("[FAILED]\n");
1634 return WINED3DERR_NOTAVAILABLE;
1637 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1638 switch (CheckFormat) {
1639 case WINED3DFMT_V8U8:
1640 TRACE_(d3d_caps)("[OK]\n");
1643 TRACE_(d3d_caps)("[FAILED]\n");
1644 return WINED3DERR_NOTAVAILABLE;
1647 TRACE_(d3d_caps)("[FAILED]\n");
1648 return WINED3DERR_NOTAVAILABLE;
1651 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1652 switch (CheckFormat) {
1653 case WINED3DFMT_DXT1:
1654 case WINED3DFMT_DXT2:
1655 case WINED3DFMT_DXT3:
1656 case WINED3DFMT_DXT4:
1657 case WINED3DFMT_DXT5:
1658 TRACE_(d3d_caps)("[OK]\n");
1661 break; /* Avoid compiler warnings */
1665 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1666 if (GL_SUPPORT(EXT_TEXTURE_SRGB) && (Usage & WINED3DUSAGE_QUERY_SRGBREAD)) {
1667 switch (CheckFormat) {
1668 case WINED3DFMT_A8R8G8B8:
1669 case WINED3DFMT_X8R8G8B8:
1670 case WINED3DFMT_A4R4G4B4:
1672 case WINED3DFMT_A8L8:
1673 case WINED3DFMT_DXT1:
1674 case WINED3DFMT_DXT2:
1675 case WINED3DFMT_DXT3:
1676 case WINED3DFMT_DXT4:
1677 case WINED3DFMT_DXT5:
1678 TRACE_(d3d_caps)("[OK]\n");
1682 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
1683 return WINED3DERR_NOTAVAILABLE;
1687 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1689 BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
1691 switch (CheckFormat) {
1692 case WINED3DFMT_R16F:
1693 case WINED3DFMT_A16B16G16R16F:
1694 if (!half_pixel_support) break;
1695 case WINED3DFMT_R32F:
1696 case WINED3DFMT_A32B32G32R32F:
1697 TRACE_(d3d_caps)("[OK]\n");
1700 break; /* Avoid compiler warnings */
1704 /* This format is nothing special and it is supported perfectly.
1705 * However, ati and nvidia driver on windows do not mark this format as
1706 * supported (tested with the dxCapsViewer) and pretending to
1707 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1708 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1709 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1711 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1712 TRACE_(d3d_caps)("[FAILED]\n");
1713 return WINED3DERR_NOTAVAILABLE;
1716 switch (CheckFormat) {
1719 * supported: RGB(A) formats
1721 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1722 case WINED3DFMT_A8R8G8B8:
1723 case WINED3DFMT_X8R8G8B8:
1724 case WINED3DFMT_R5G6B5:
1725 case WINED3DFMT_X1R5G5B5:
1726 case WINED3DFMT_A1R5G5B5:
1727 case WINED3DFMT_A4R4G4B4:
1728 case WINED3DFMT_R3G3B2:
1730 case WINED3DFMT_X4R4G4B4:
1731 case WINED3DFMT_A8B8G8R8:
1732 case WINED3DFMT_X8B8G8R8:
1733 case WINED3DFMT_A2R10G10B10:
1734 case WINED3DFMT_A2B10G10R10:
1735 TRACE_(d3d_caps)("[OK]\n");
1739 * supported: Palettized
1742 TRACE_(d3d_caps)("[OK]\n");
1746 * Supported: (Alpha)-Luminance
1749 case WINED3DFMT_A8L8:
1750 case WINED3DFMT_A4L4:
1751 TRACE_(d3d_caps)("[OK]\n");
1755 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
1756 * GL_NV_texture_shader), but advertized to make apps happy.
1757 * Enable some because games often fail when they are not available
1758 * and are still playable even without bump mapping
1760 case WINED3DFMT_V8U8:
1761 case WINED3DFMT_V16U16:
1762 case WINED3DFMT_L6V5U5:
1763 case WINED3DFMT_X8L8V8U8:
1764 case WINED3DFMT_Q8W8V8U8:
1765 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1768 /* Those are not advertized by the nvidia windows driver, and not
1769 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
1770 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
1771 * ARGB format if needed
1773 case WINED3DFMT_W11V11U10:
1774 case WINED3DFMT_A2W10V10U10:
1775 WARN_(d3d_caps)("[FAILED]\n");
1776 return WINED3DERR_NOTAVAILABLE;
1779 * DXTN Formats: Handled above
1788 * Odd formats - not supported
1790 case WINED3DFMT_VERTEXDATA:
1791 case WINED3DFMT_INDEX16:
1792 case WINED3DFMT_INDEX32:
1793 case WINED3DFMT_Q16W16V16U16:
1794 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1795 return WINED3DERR_NOTAVAILABLE;
1798 * Float formats: Not supported right now
1800 case WINED3DFMT_G16R16F:
1801 case WINED3DFMT_G32R32F:
1802 case WINED3DFMT_CxV8U8:
1803 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1804 return WINED3DERR_NOTAVAILABLE;
1807 case WINED3DFMT_G16R16:
1808 case WINED3DFMT_A16B16G16R16:
1809 case WINED3DFMT_A8R3G3B2:
1810 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1811 return WINED3DERR_NOTAVAILABLE;
1813 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
1814 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
1815 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
1816 * We can do instancing with all shader versions, but we need vertex shaders.
1818 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
1819 * to enable instancing. WineD3D doesn't need that and just ignores it.
1821 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
1823 case WINEMAKEFOURCC('I','N','S','T'):
1824 TRACE("ATI Instancing check hack\n");
1825 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
1826 TRACE_(d3d_caps)("[OK]\n");
1829 TRACE_(d3d_caps)("[FAILED]\n");
1830 return WINED3DERR_NOTAVAILABLE;
1837 TRACE_(d3d_caps)("[FAILED]\n");
1838 return WINED3DERR_NOTAVAILABLE;
1841 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1842 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1843 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1845 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1848 DeviceType, debug_d3ddevicetype(DeviceType),
1849 SourceFormat, debug_d3dformat(SourceFormat),
1850 TargetFormat, debug_d3dformat(TargetFormat));
1854 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1855 subset of a D3DCAPS9 structure. However, it has to come via a void *
1856 as the d3d8 interface cannot import the d3d9 header */
1857 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1859 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1860 int vs_selected_mode;
1861 int ps_selected_mode;
1863 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1865 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1866 return WINED3DERR_INVALIDCALL;
1869 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
1871 /* This function should *not* be modifying GL caps
1872 * TODO: move the functionality where it belongs */
1873 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
1875 /* ------------------------------------------------
1876 The following fields apply to both d3d8 and d3d9
1877 ------------------------------------------------ */
1878 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1879 *pCaps->AdapterOrdinal = Adapter;
1882 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
1883 WINED3DCAPS2_FULLSCREENGAMMA |
1884 WINED3DCAPS2_DYNAMICTEXTURES;
1885 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
1886 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
1887 WINED3DPRESENT_INTERVAL_ONE;
1889 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
1890 WINED3DCURSORCAPS_LOWRES;
1892 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
1893 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
1894 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
1895 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
1896 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
1897 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
1898 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
1899 WINED3DDEVCAPS_PUREDEVICE |
1900 WINED3DDEVCAPS_HWRASTERIZATION |
1901 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
1902 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
1903 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
1904 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
1905 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
1906 WINED3DDEVCAPS_RTPATCHES;
1908 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
1909 WINED3DPMISCCAPS_CULLCCW |
1910 WINED3DPMISCCAPS_CULLCW |
1911 WINED3DPMISCCAPS_COLORWRITEENABLE |
1912 WINED3DPMISCCAPS_CLIPTLVERTS |
1913 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1914 WINED3DPMISCCAPS_MASKZ |
1915 WINED3DPMISCCAPS_BLENDOP;
1917 WINED3DPMISCCAPS_NULLREFERENCE
1918 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
1919 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
1920 WINED3DPMISCCAPS_SEPARATEALPHABLEND
1921 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
1922 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
1923 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
1925 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
1927 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
1928 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1929 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
1930 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
1933 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
1934 WINED3DPRASTERCAPS_PAT |
1935 WINED3DPRASTERCAPS_WFOG |
1936 WINED3DPRASTERCAPS_ZFOG |
1937 WINED3DPRASTERCAPS_FOGVERTEX |
1938 WINED3DPRASTERCAPS_FOGTABLE |
1939 WINED3DPRASTERCAPS_STIPPLE |
1940 WINED3DPRASTERCAPS_SUBPIXEL |
1941 WINED3DPRASTERCAPS_ZTEST |
1942 WINED3DPRASTERCAPS_SCISSORTEST |
1943 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
1944 WINED3DPRASTERCAPS_DEPTHBIAS;
1946 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1947 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
1948 WINED3DPRASTERCAPS_ZBIAS |
1949 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
1951 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
1952 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
1955 WINED3DPRASTERCAPS_COLORPERSPECTIVE
1956 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1957 WINED3DPRASTERCAPS_ANTIALIASEDGES
1958 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
1959 WINED3DPRASTERCAPS_WBUFFER */
1961 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
1962 WINED3DPCMPCAPS_EQUAL |
1963 WINED3DPCMPCAPS_GREATER |
1964 WINED3DPCMPCAPS_GREATEREQUAL |
1965 WINED3DPCMPCAPS_LESS |
1966 WINED3DPCMPCAPS_LESSEQUAL |
1967 WINED3DPCMPCAPS_NEVER |
1968 WINED3DPCMPCAPS_NOTEQUAL;
1970 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
1971 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
1972 WINED3DPBLENDCAPS_BOTHSRCALPHA |
1973 WINED3DPBLENDCAPS_DESTALPHA |
1974 WINED3DPBLENDCAPS_DESTCOLOR |
1975 WINED3DPBLENDCAPS_INVDESTALPHA |
1976 WINED3DPBLENDCAPS_INVDESTCOLOR |
1977 WINED3DPBLENDCAPS_INVSRCALPHA |
1978 WINED3DPBLENDCAPS_INVSRCCOLOR |
1979 WINED3DPBLENDCAPS_ONE |
1980 WINED3DPBLENDCAPS_SRCALPHA |
1981 WINED3DPBLENDCAPS_SRCALPHASAT |
1982 WINED3DPBLENDCAPS_SRCCOLOR |
1983 WINED3DPBLENDCAPS_ZERO;
1985 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
1986 WINED3DPBLENDCAPS_DESTALPHA |
1987 WINED3DPBLENDCAPS_DESTCOLOR |
1988 WINED3DPBLENDCAPS_INVDESTALPHA |
1989 WINED3DPBLENDCAPS_INVDESTCOLOR |
1990 WINED3DPBLENDCAPS_INVSRCALPHA |
1991 WINED3DPBLENDCAPS_INVSRCCOLOR |
1992 WINED3DPBLENDCAPS_ONE |
1993 WINED3DPBLENDCAPS_SRCALPHA |
1994 WINED3DPBLENDCAPS_SRCCOLOR |
1995 WINED3DPBLENDCAPS_ZERO;
1996 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
1997 * according to the glBlendFunc manpage
1999 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2000 * legacy settings for srcblend only
2003 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2004 WINED3DPCMPCAPS_EQUAL |
2005 WINED3DPCMPCAPS_GREATER |
2006 WINED3DPCMPCAPS_GREATEREQUAL |
2007 WINED3DPCMPCAPS_LESS |
2008 WINED3DPCMPCAPS_LESSEQUAL |
2009 WINED3DPCMPCAPS_NEVER |
2010 WINED3DPCMPCAPS_NOTEQUAL;
2012 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2013 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2014 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2015 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2016 WINED3DPSHADECAPS_COLORFLATRGB |
2017 WINED3DPSHADECAPS_FOGFLAT |
2018 WINED3DPSHADECAPS_FOGGOURAUD |
2019 WINED3DPSHADECAPS_SPECULARFLATRGB;
2021 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2022 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2023 WINED3DPTEXTURECAPS_BORDER |
2024 WINED3DPTEXTURECAPS_MIPMAP |
2025 WINED3DPTEXTURECAPS_PROJECTED |
2026 WINED3DPTEXTURECAPS_PERSPECTIVE;
2028 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2029 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2030 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2033 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2034 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2035 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2036 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2039 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2040 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2041 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2042 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2046 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2047 WINED3DPTFILTERCAPS_MAGFPOINT |
2048 WINED3DPTFILTERCAPS_MINFLINEAR |
2049 WINED3DPTFILTERCAPS_MINFPOINT |
2050 WINED3DPTFILTERCAPS_MIPFLINEAR |
2051 WINED3DPTFILTERCAPS_MIPFPOINT |
2052 WINED3DPTFILTERCAPS_LINEAR |
2053 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2054 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2055 WINED3DPTFILTERCAPS_MIPLINEAR |
2056 WINED3DPTFILTERCAPS_MIPNEAREST |
2057 WINED3DPTFILTERCAPS_NEAREST;
2059 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2060 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2061 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2064 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2065 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2066 WINED3DPTFILTERCAPS_MAGFPOINT |
2067 WINED3DPTFILTERCAPS_MINFLINEAR |
2068 WINED3DPTFILTERCAPS_MINFPOINT |
2069 WINED3DPTFILTERCAPS_MIPFLINEAR |
2070 WINED3DPTFILTERCAPS_MIPFPOINT |
2071 WINED3DPTFILTERCAPS_LINEAR |
2072 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2073 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2074 WINED3DPTFILTERCAPS_MIPLINEAR |
2075 WINED3DPTFILTERCAPS_MIPNEAREST |
2076 WINED3DPTFILTERCAPS_NEAREST;
2078 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2079 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2080 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2083 *pCaps->CubeTextureFilterCaps = 0;
2085 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2086 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2087 WINED3DPTFILTERCAPS_MAGFPOINT |
2088 WINED3DPTFILTERCAPS_MINFLINEAR |
2089 WINED3DPTFILTERCAPS_MINFPOINT |
2090 WINED3DPTFILTERCAPS_MIPFLINEAR |
2091 WINED3DPTFILTERCAPS_MIPFPOINT |
2092 WINED3DPTFILTERCAPS_LINEAR |
2093 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2094 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2095 WINED3DPTFILTERCAPS_MIPLINEAR |
2096 WINED3DPTFILTERCAPS_MIPNEAREST |
2097 WINED3DPTFILTERCAPS_NEAREST;
2099 *pCaps->VolumeTextureFilterCaps = 0;
2101 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2102 WINED3DPTADDRESSCAPS_CLAMP |
2103 WINED3DPTADDRESSCAPS_WRAP;
2105 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2106 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2108 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2109 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2111 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2112 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2115 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2116 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2117 WINED3DPTADDRESSCAPS_CLAMP |
2118 WINED3DPTADDRESSCAPS_WRAP;
2119 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2120 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2122 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2123 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2125 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2126 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2129 *pCaps->VolumeTextureAddressCaps = 0;
2131 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2132 WINED3DLINECAPS_ZTEST;
2134 WINED3DLINECAPS_BLEND
2135 WINED3DLINECAPS_ALPHACMP
2136 WINED3DLINECAPS_FOG */
2138 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2139 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2141 if(GL_SUPPORT(EXT_TEXTURE3D))
2142 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2144 *pCaps->MaxVolumeExtent = 0;
2146 *pCaps->MaxTextureRepeat = 32768;
2147 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2148 *pCaps->MaxVertexW = 1.0;
2150 *pCaps->GuardBandLeft = 0;
2151 *pCaps->GuardBandTop = 0;
2152 *pCaps->GuardBandRight = 0;
2153 *pCaps->GuardBandBottom = 0;
2155 *pCaps->ExtentsAdjust = 0;
2157 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2158 WINED3DSTENCILCAPS_INCRSAT |
2159 WINED3DSTENCILCAPS_INVERT |
2160 WINED3DSTENCILCAPS_KEEP |
2161 WINED3DSTENCILCAPS_REPLACE |
2162 WINED3DSTENCILCAPS_ZERO;
2163 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2164 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2165 WINED3DSTENCILCAPS_INCR;
2167 if ( This->dxVersion > 8 &&
2168 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2169 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2170 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2173 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2175 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2176 WINED3DTEXOPCAPS_ADDSIGNED |
2177 WINED3DTEXOPCAPS_ADDSIGNED2X |
2178 WINED3DTEXOPCAPS_MODULATE |
2179 WINED3DTEXOPCAPS_MODULATE2X |
2180 WINED3DTEXOPCAPS_MODULATE4X |
2181 WINED3DTEXOPCAPS_SELECTARG1 |
2182 WINED3DTEXOPCAPS_SELECTARG2 |
2183 WINED3DTEXOPCAPS_DISABLE;
2185 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2186 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2187 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2188 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2189 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2190 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2191 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2192 WINED3DTEXOPCAPS_LERP |
2193 WINED3DTEXOPCAPS_SUBTRACT;
2195 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2196 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2197 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2198 WINED3DTEXOPCAPS_MULTIPLYADD |
2199 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2200 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2201 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2203 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2204 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2206 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2207 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2208 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2211 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2212 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2213 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2214 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2215 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2216 * and 3D textures. It also allows us to keep the code simpler by having texture
2217 * shaders constantly enabled.
2219 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2220 /* TODO: Luminance bump map? */
2224 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2225 WINED3DTEXOPCAPS_PREMODULATE */
2228 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2229 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2230 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2231 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2233 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2234 *pCaps->MaxVertexBlendMatrixIndex = 0;
2236 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2237 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2240 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2241 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2242 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2243 WINED3DVTXPCAPS_LOCALVIEWER |
2244 WINED3DVTXPCAPS_VERTEXFOG |
2245 WINED3DVTXPCAPS_TEXGEN;
2247 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2249 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2250 *pCaps->MaxVertexIndex = 0xFFFFF;
2251 *pCaps->MaxStreams = MAX_STREAMS;
2252 *pCaps->MaxStreamStride = 1024;
2254 if (vs_selected_mode == SHADER_GLSL) {
2255 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2256 models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2257 vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
2258 now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
2259 if(GLINFO_LOCATION.vs_nv_version == VS_VERSION_20)
2260 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2262 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2263 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
2264 } else if (vs_selected_mode == SHADER_ARB) {
2265 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2266 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2268 *pCaps->VertexShaderVersion = 0;
2269 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2272 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2274 if (ps_selected_mode == SHADER_GLSL) {
2275 /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
2276 in case of GeforceFX cards. */
2277 if(GLINFO_LOCATION.ps_nv_version == PS_VERSION_20)
2278 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2280 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2281 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
2282 * Direct3D minimum requirement.
2284 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
2285 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
2287 * The problem is that the refrast clamps temporary results in the shader to
2288 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
2289 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
2290 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
2291 * offer a way to query this.
2293 *pCaps->PixelShader1xMaxValue = 8.0;
2294 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
2295 } else if (ps_selected_mode == SHADER_ARB) {
2296 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2297 *pCaps->PixelShader1xMaxValue = 8.0;
2298 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2300 *pCaps->PixelShaderVersion = 0;
2301 *pCaps->PixelShader1xMaxValue = 0.0;
2302 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2305 /* ------------------------------------------------
2306 The following fields apply to d3d9 only
2307 ------------------------------------------------ */
2308 if (This->dxVersion > 8) {
2309 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2310 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2311 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2312 *pCaps->MaxNpatchTessellationLevel = 0;
2313 *pCaps->MasterAdapterOrdinal = 0;
2314 *pCaps->AdapterOrdinalInGroup = 0;
2315 *pCaps->NumberOfAdaptersInGroup = 1;
2317 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2318 /* OpenGL supports all the formats below, perhaps not always
2319 * without conversion, but it supports them.
2320 * Further GLSL doesn't seem to have an official unsigned type so
2321 * don't advertise it yet as I'm not sure how we handle it.
2322 * We might need to add some clamping in the shader engine to
2324 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2325 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2326 WINED3DDTCAPS_UBYTE4N |
2327 WINED3DDTCAPS_SHORT2N |
2328 WINED3DDTCAPS_SHORT4N;
2329 if (GL_SUPPORT(NV_HALF_FLOAT)) {
2330 *pCaps->DeclTypes |=
2331 WINED3DDTCAPS_FLOAT16_2 |
2332 WINED3DDTCAPS_FLOAT16_4;
2335 *pCaps->DeclTypes = 0;
2337 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2340 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2341 WINED3DPTFILTERCAPS_MAGFPOINT |
2342 WINED3DPTFILTERCAPS_MINFLINEAR |
2343 WINED3DPTFILTERCAPS_MAGFLINEAR;
2344 *pCaps->VertexTextureFilterCaps = 0;
2346 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2347 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2348 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2349 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2350 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2351 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
2352 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2354 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2355 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
2356 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2357 *pCaps->VS20Caps.Caps = 0;
2358 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2359 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
2360 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2362 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2363 *pCaps->MaxVertexShader30InstructionSlots = 0;
2364 } else { /* VS 1.x */
2365 *pCaps->VS20Caps.Caps = 0;
2366 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2367 *pCaps->VS20Caps.NumTemps = 0;
2368 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2370 *pCaps->MaxVShaderInstructionsExecuted = 0;
2371 *pCaps->MaxVertexShader30InstructionSlots = 0;
2374 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2375 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2376 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2378 /* 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 */
2379 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2380 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2381 WINED3DPS20CAPS_PREDICATION |
2382 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2383 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2384 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2385 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
2386 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2387 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2389 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2390 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
2391 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2392 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2393 *pCaps->PS20Caps.Caps = 0;
2394 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2395 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
2396 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
2397 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2399 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2400 *pCaps->MaxPixelShader30InstructionSlots = 0;
2401 } else { /* PS 1.x */
2402 *pCaps->PS20Caps.Caps = 0;
2403 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2404 *pCaps->PS20Caps.NumTemps = 0;
2405 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2406 *pCaps->PS20Caps.NumInstructionSlots = 0;
2408 *pCaps->MaxPShaderInstructionsExecuted = 0;
2409 *pCaps->MaxPixelShader30InstructionSlots = 0;
2416 static unsigned int glsl_program_key_hash(void *key) {
2417 glsl_program_key_t *k = (glsl_program_key_t *)key;
2419 unsigned int hash = k->vshader | k->pshader << 16;
2420 hash += ~(hash << 15);
2421 hash ^= (hash >> 10);
2422 hash += (hash << 3);
2423 hash ^= (hash >> 6);
2424 hash += ~(hash << 11);
2425 hash ^= (hash >> 16);
2430 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2431 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2432 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2434 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2437 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2438 and fields being inserted in the middle, a new structure is used in place */
2439 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2440 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2443 IWineD3DDeviceImpl *object = NULL;
2444 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2448 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
2449 * number and create a device without a 3D adapter for 2D only operation.
2451 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
2452 return WINED3DERR_INVALIDCALL;
2455 /* Create a WineD3DDevice object */
2456 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2457 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2458 TRACE("Created WineD3DDevice object @ %p\n", object);
2459 if (NULL == object) {
2460 return WINED3DERR_OUTOFVIDEOMEMORY;
2463 /* Set up initial COM information */
2464 object->lpVtbl = &IWineD3DDevice_Vtbl;
2466 object->wineD3D = iface;
2467 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
2468 IWineD3D_AddRef(object->wineD3D);
2469 object->parent = parent;
2471 if(This->dxVersion == 7) {
2472 object->surface_alignment = 8;
2474 object->surface_alignment = 4;
2477 /* Set the state up as invalid until the device is fully created */
2478 object->state = WINED3DERR_DRIVERINTERNALERROR;
2480 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2481 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2483 /* Save the creation parameters */
2484 object->createParms.AdapterOrdinal = Adapter;
2485 object->createParms.DeviceType = DeviceType;
2486 object->createParms.hFocusWindow = hFocusWindow;
2487 object->createParms.BehaviorFlags = BehaviourFlags;
2489 /* Initialize other useful values */
2490 object->adapterNo = Adapter;
2491 object->devType = DeviceType;
2493 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2494 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2495 object->shader_backend = &glsl_shader_backend;
2496 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2497 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2498 object->shader_backend = &arb_program_shader_backend;
2500 object->shader_backend = &none_shader_backend;
2503 /* set the state of the device to valid */
2504 object->state = WINED3D_OK;
2506 /* Get the initial screen setup for ddraw */
2507 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2508 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2510 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2513 for(i = 0; i < PATCHMAP_SIZE; i++) {
2514 list_init(&object->patches[i]);
2518 #undef GLINFO_LOCATION
2520 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2521 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2522 IUnknown_AddRef(This->parent);
2523 *pParent = This->parent;
2527 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2528 IUnknown* surfaceParent;
2529 TRACE("(%p) call back\n", pSurface);
2531 /* Now, release the parent, which will take care of cleaning up the surface for us */
2532 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2533 IUnknown_Release(surfaceParent);
2534 return IUnknown_Release(surfaceParent);
2537 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2538 IUnknown* volumeParent;
2539 TRACE("(%p) call back\n", pVolume);
2541 /* Now, release the parent, which will take care of cleaning up the volume for us */
2542 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2543 IUnknown_Release(volumeParent);
2544 return IUnknown_Release(volumeParent);
2547 #define PUSH1(att) attribs[nAttribs++] = (att);
2548 #define GLINFO_LOCATION (Adapters[0].gl_info)
2549 BOOL InitAdapters(void) {
2550 static HMODULE mod_gl;
2552 int ps_selected_mode, vs_selected_mode;
2554 /* No need to hold any lock. The calling library makes sure only one thread calls
2555 * wined3d simultaneously
2557 if(numAdapters > 0) return TRUE;
2559 TRACE("Initializing adapters\n");
2562 #ifdef USE_WIN32_OPENGL
2563 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
2564 mod_gl = LoadLibraryA("opengl32.dll");
2566 ERR("Can't load opengl32.dll!\n");
2570 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
2571 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
2572 mod_gl = GetModuleHandleA("gdi32.dll");
2576 /* Load WGL core functions from opengl32.dll */
2577 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
2581 if(!pwglGetProcAddress) {
2582 ERR("Unable to load wglGetProcAddress!\n");
2586 /* Dynamically load all GL core functions */
2590 /* For now only one default adapter */
2597 WineD3D_PixelFormat *cfgs;
2599 DISPLAY_DEVICEW DisplayDevice;
2602 TRACE("Initializing default adapter\n");
2603 Adapters[0].monitorPoint.x = -1;
2604 Adapters[0].monitorPoint.y = -1;
2606 if (!WineD3D_CreateFakeGLContext()) {
2607 ERR("Failed to get a gl context for default adapter\n");
2608 HeapFree(GetProcessHeap(), 0, Adapters);
2609 WineD3D_ReleaseFakeGLContext();
2613 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
2615 ERR("Failed to initialize gl caps for default adapter\n");
2616 HeapFree(GetProcessHeap(), 0, Adapters);
2617 WineD3D_ReleaseFakeGLContext();
2620 ret = initPixelFormats(&Adapters[0].gl_info);
2622 ERR("Failed to init gl formats\n");
2623 HeapFree(GetProcessHeap(), 0, Adapters);
2624 WineD3D_ReleaseFakeGLContext();
2628 hdc = pwglGetCurrentDC();
2630 ERR("Failed to get gl HDC\n");
2631 HeapFree(GetProcessHeap(), 0, Adapters);
2632 WineD3D_ReleaseFakeGLContext();
2636 Adapters[0].driver = "Display";
2637 Adapters[0].description = "Direct3D HAL";
2639 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
2640 DisplayDevice.cb = sizeof(DisplayDevice);
2641 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
2642 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
2643 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
2645 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
2646 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
2648 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
2649 cfgs = Adapters[0].cfgs;
2650 PUSH1(WGL_RED_BITS_ARB)
2651 PUSH1(WGL_GREEN_BITS_ARB)
2652 PUSH1(WGL_BLUE_BITS_ARB)
2653 PUSH1(WGL_ALPHA_BITS_ARB)
2654 PUSH1(WGL_DEPTH_BITS_ARB)
2655 PUSH1(WGL_STENCIL_BITS_ARB)
2657 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
2658 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
2663 /* Cache the pixel format */
2664 cfgs->iPixelFormat = iPixelFormat;
2665 cfgs->redSize = values[0];
2666 cfgs->greenSize = values[1];
2667 cfgs->blueSize = values[2];
2668 cfgs->alphaSize = values[3];
2669 cfgs->depthSize = values[4];
2670 cfgs->stencilSize = values[5];
2672 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
2675 WineD3D_ReleaseFakeGLContext();
2677 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
2678 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
2682 TRACE("%d adapters successfully initialized\n", numAdapters);
2687 #undef GLINFO_LOCATION
2689 /**********************************************************
2690 * IWineD3D VTbl follows
2691 **********************************************************/
2693 const IWineD3DVtbl IWineD3D_Vtbl =
2696 IWineD3DImpl_QueryInterface,
2697 IWineD3DImpl_AddRef,
2698 IWineD3DImpl_Release,
2700 IWineD3DImpl_GetParent,
2701 IWineD3DImpl_GetAdapterCount,
2702 IWineD3DImpl_RegisterSoftwareDevice,
2703 IWineD3DImpl_GetAdapterMonitor,
2704 IWineD3DImpl_GetAdapterModeCount,
2705 IWineD3DImpl_EnumAdapterModes,
2706 IWineD3DImpl_GetAdapterDisplayMode,
2707 IWineD3DImpl_GetAdapterIdentifier,
2708 IWineD3DImpl_CheckDeviceMultiSampleType,
2709 IWineD3DImpl_CheckDepthStencilMatch,
2710 IWineD3DImpl_CheckDeviceType,
2711 IWineD3DImpl_CheckDeviceFormat,
2712 IWineD3DImpl_CheckDeviceFormatConversion,
2713 IWineD3DImpl_GetDeviceCaps,
2714 IWineD3DImpl_CreateDevice