2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The driver names reflect the lowest GPU supported
36 * by a certain driver, so DRIVER_AMD_R300 supports
37 * R3xx, R4xx and R5xx GPUs. */
38 enum wined3d_display_driver
40 DRIVER_AMD_RAGE_128PRO,
49 DRIVER_NVIDIA_GEFORCE2MX,
50 DRIVER_NVIDIA_GEFORCEFX,
51 DRIVER_NVIDIA_GEFORCE6,
55 enum wined3d_driver_model
63 enum wined3d_gl_vendor
73 /* The d3d device ID */
74 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
76 /* Extension detection */
78 const char *extension_string;
79 GL_SupportedExt extension;
83 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
84 {"GL_APPLE_fence", APPLE_FENCE, 0 },
85 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
86 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
87 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
88 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
91 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
92 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
93 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
94 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
95 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
96 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX, 0 },
97 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
98 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
99 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
101 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
102 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
103 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
104 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
105 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
106 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
107 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
108 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
109 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
110 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
111 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
112 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
113 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
114 {"GL_ARB_shadow", ARB_SHADOW, 0 },
115 {"GL_ARB_sync", ARB_SYNC, 0 },
116 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
117 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
118 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
119 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
120 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
121 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
122 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
123 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
124 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
125 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
126 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
127 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
128 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
129 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
130 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
131 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
132 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
135 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
136 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
137 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
138 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
139 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
142 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
143 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
144 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
145 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
146 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT, 0 },
147 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
148 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
149 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
150 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
151 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
152 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
153 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
154 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
155 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
156 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
157 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
158 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
159 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
160 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
161 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
162 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
163 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
164 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
165 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
166 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
167 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
168 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
169 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
170 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
171 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE, 0 },
172 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
175 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
176 {"GL_NV_fence", NV_FENCE, 0 },
177 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
178 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
179 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
180 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
181 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
182 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
183 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
184 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
185 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
186 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
187 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
188 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
189 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
190 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
191 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
192 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
193 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
194 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
197 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
200 /**********************************************************
201 * Utility functions follow
202 **********************************************************/
204 const struct min_lookup minMipLookup[] =
206 /* NONE POINT LINEAR */
207 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
208 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
209 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
212 const struct min_lookup minMipLookup_noFilter[] =
214 /* NONE POINT LINEAR */
215 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
216 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
217 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
220 const struct min_lookup minMipLookup_noMip[] =
222 /* NONE POINT LINEAR */
223 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
224 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
225 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
228 const GLenum magLookup[] =
230 /* NONE POINT LINEAR */
231 GL_NEAREST, GL_NEAREST, GL_LINEAR,
234 const GLenum magLookup_noFilter[] =
236 /* NONE POINT LINEAR */
237 GL_NEAREST, GL_NEAREST, GL_NEAREST,
240 /* drawStridedSlow attributes */
241 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
242 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc specular_func_3ubv;
244 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
245 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
246 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
249 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
250 * i.e., there is no GL Context - Get a default rendering context to enable the
251 * function query some info from GL.
254 struct wined3d_fake_gl_ctx
260 HGLRC restore_gl_ctx;
263 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
265 TRACE_(d3d_caps)("Destroying fake GL context.\n");
267 if (!pwglMakeCurrent(NULL, NULL))
269 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
272 if (!pwglDeleteContext(ctx->gl_ctx))
274 DWORD err = GetLastError();
275 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
278 ReleaseDC(ctx->wnd, ctx->dc);
279 DestroyWindow(ctx->wnd);
281 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
283 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
287 /* Do not call while under the GL lock. */
288 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
290 PIXELFORMATDESCRIPTOR pfd;
293 TRACE("getting context...\n");
295 ctx->restore_dc = pwglGetCurrentDC();
296 ctx->restore_gl_ctx = pwglGetCurrentContext();
298 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
299 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
300 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
303 ERR_(d3d_caps)("Failed to create a window.\n");
307 ctx->dc = GetDC(ctx->wnd);
310 ERR_(d3d_caps)("Failed to get a DC.\n");
314 /* PixelFormat selection */
315 ZeroMemory(&pfd, sizeof(pfd));
316 pfd.nSize = sizeof(pfd);
318 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
319 pfd.iPixelType = PFD_TYPE_RGBA;
321 pfd.iLayerType = PFD_MAIN_PLANE;
323 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
326 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
327 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
330 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
331 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
333 /* Create a GL context. */
334 ctx->gl_ctx = pwglCreateContext(ctx->dc);
337 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
341 /* Make it the current GL context. */
342 if (!context_set_current(NULL))
344 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
347 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
349 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
356 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
358 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
360 if (ctx->wnd) DestroyWindow(ctx->wnd);
362 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
364 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
370 /* Adjust the amount of used texture memory */
371 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
373 struct wined3d_adapter *adapter = device->adapter;
375 adapter->UsedTextureRam += glram;
376 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
377 return adapter->UsedTextureRam;
380 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
382 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
383 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
386 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
388 ULONG refcount = InterlockedIncrement(&wined3d->ref);
390 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
395 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
397 ULONG refcount = InterlockedDecrement(&wined3d->ref);
399 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
405 for (i = 0; i < wined3d->adapter_count; ++i)
407 wined3d_adapter_cleanup(&wined3d->adapters[i]);
409 HeapFree(GetProcessHeap(), 0, wined3d);
415 /**********************************************************
416 * IWineD3D parts follows
417 **********************************************************/
419 /* GL locking is done by the caller */
420 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
424 const char *testcode =
426 "PARAM C[66] = { program.env[0..65] };\n"
428 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
429 "ARL A0.x, zero.x;\n"
430 "MOV result.position, C[A0.x + 65];\n"
434 GL_EXTCALL(glGenProgramsARB(1, &prog));
436 ERR("Failed to create an ARB offset limit test program\n");
438 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
439 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
440 strlen(testcode), testcode));
443 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
444 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
446 } else TRACE("OpenGL implementation allows offsets > 63\n");
448 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
449 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
450 checkGLcall("ARB vp offset limit test cleanup");
455 static DWORD ver_for_ext(GL_SupportedExt ext)
458 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
459 if(EXTENSION_MAP[i].extension == ext) {
460 return EXTENSION_MAP[i].version;
466 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 if (card_vendor != HW_VENDOR_AMD) return FALSE;
470 if (device == CARD_AMD_RADEON_9500) return TRUE;
471 if (device == CARD_AMD_RADEON_X700) return TRUE;
472 if (device == CARD_AMD_RADEON_X1600) return TRUE;
476 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
477 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
479 if (card_vendor == HW_VENDOR_NVIDIA)
481 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
482 device == CARD_NVIDIA_GEFORCEFX_5600 ||
483 device == CARD_NVIDIA_GEFORCEFX_5800)
491 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
492 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
494 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
495 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
496 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
498 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
499 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
500 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
501 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
502 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
503 * the chance that other implementations support them is rather small since Win32 QuickTime uses
504 * DirectDraw, not OpenGL.
506 * This test has been moved into wined3d_guess_gl_vendor()
508 if (gl_vendor == GL_VENDOR_APPLE)
515 /* Context activation is done by the caller. */
516 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
518 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
519 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
520 * all the texture. This function detects this bug by its symptom and disables PBOs
523 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
524 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
525 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
526 * read back is compared to the original. If they are equal PBOs are assumed to work,
527 * otherwise the PBO extension is disabled. */
529 static const unsigned int pattern[] =
531 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
532 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
533 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
534 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
536 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
538 /* No PBO -> No point in testing them. */
539 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
543 while (glGetError());
544 glGenTextures(1, &texture);
545 glBindTexture(GL_TEXTURE_2D, texture);
547 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
548 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
549 checkGLcall("Specifying the PBO test texture");
551 GL_EXTCALL(glGenBuffersARB(1, &pbo));
552 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
553 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
554 checkGLcall("Specifying the PBO test pbo");
556 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
557 checkGLcall("Loading the PBO test texture");
559 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
562 wglFinish(); /* just to be sure */
564 memset(check, 0, sizeof(check));
566 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
567 checkGLcall("Reading back the PBO test texture");
569 glDeleteTextures(1, &texture);
570 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
571 checkGLcall("PBO test cleanup");
575 if (memcmp(check, pattern, sizeof(check)))
577 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
578 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
579 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
583 TRACE_(d3d_caps)("PBO test successful.\n");
587 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
593 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
594 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
596 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
597 if (card_vendor != HW_VENDOR_AMD) return FALSE;
598 if (device == CARD_AMD_RADEON_X1600) return FALSE;
602 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
605 return gl_vendor == GL_VENDOR_FGLRX;
609 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
610 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
612 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
613 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
614 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
615 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
618 * dx10 cards usually have 64 varyings */
619 return gl_info->limits.glsl_varyings > 44;
622 /* A GL context is provided by the caller */
623 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
624 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
629 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
633 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
634 error = glGetError();
637 if(error == GL_NO_ERROR)
639 TRACE("GL Implementation accepts 4 component specular color pointers\n");
644 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
645 debug_glerror(error));
650 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
651 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
653 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
654 return gl_info->supported[NV_TEXTURE_SHADER];
657 /* A GL context is provided by the caller */
658 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
659 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
664 const char *testcode =
666 "OPTION NV_vertex_program2;\n"
667 "MOV result.clip[0], 0.0;\n"
668 "MOV result.position, 0.0;\n"
671 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
676 GL_EXTCALL(glGenProgramsARB(1, &prog));
679 ERR("Failed to create the NVvp clip test program\n");
683 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
684 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
685 strlen(testcode), testcode));
686 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
689 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
690 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
694 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
696 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
697 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
698 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
704 /* Context activation is done by the caller. */
705 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
706 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
708 char data[4 * 4 * 4];
712 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
714 memset(data, 0xcc, sizeof(data));
718 glGenTextures(1, &tex);
719 glBindTexture(GL_TEXTURE_2D, tex);
720 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
721 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
722 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
723 checkGLcall("glTexImage2D");
725 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
726 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
727 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
728 checkGLcall("glFramebufferTexture2D");
730 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
731 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
732 checkGLcall("glCheckFramebufferStatus");
734 memset(data, 0x11, sizeof(data));
735 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
736 checkGLcall("glTexSubImage2D");
738 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
739 glClear(GL_COLOR_BUFFER_BIT);
740 checkGLcall("glClear");
742 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
743 checkGLcall("glGetTexImage");
745 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
746 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
747 glBindTexture(GL_TEXTURE_2D, 0);
748 checkGLcall("glBindTexture");
750 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
751 glDeleteTextures(1, &tex);
752 checkGLcall("glDeleteTextures");
756 return *(DWORD *)data == 0x11111111;
759 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
761 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
762 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
763 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
764 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
767 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
769 quirk_arb_constants(gl_info);
770 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
771 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
772 * allow 48 different offsets or other helper immediate values. */
773 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
774 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
777 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
778 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
779 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
780 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
781 * most games, but avoids the crash
783 * A more sophisticated way would be to find all units that need texture coordinates and enable
784 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
785 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
787 * Note that disabling the extension entirely does not gain predictability because there is no point
788 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
789 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
791 if (gl_info->supported[ARB_POINT_SPRITE])
793 TRACE("Limiting point sprites to one texture unit.\n");
794 gl_info->limits.point_sprite_units = 1;
798 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
800 quirk_arb_constants(gl_info);
802 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
803 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
804 * If real NP2 textures are used, the driver falls back to software. We could just remove the
805 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
806 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
807 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
808 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
810 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
811 * has this extension promoted to core. The extension loading code sets this extension supported
812 * due to that, so this code works on fglrx as well. */
813 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
815 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
816 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
817 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
820 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
821 * it is generally more efficient. Reserve just 8 constants. */
822 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
823 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
826 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
828 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
829 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
830 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
831 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
832 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
833 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
835 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
836 * triggering the software fallback. There is not much we can do here apart from disabling the
837 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
838 * in wined3d_adapter_init_gl_caps).
839 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
840 * post-processing effects in the game "Max Payne 2").
841 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
842 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
843 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
844 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
847 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
849 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
850 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
851 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
852 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
853 * according to the spec.
855 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
856 * makes the shader slower and eats instruction slots which should be available to the d3d app.
858 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
859 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
860 * this workaround is activated on cards that do not need it, it won't break things, just affect
861 * performance negatively. */
862 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
863 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
866 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
871 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
873 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
876 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
878 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
879 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
882 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
884 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
887 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
889 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
894 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
895 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
896 void (*apply)(struct wined3d_gl_info *gl_info);
897 const char *description;
900 static const struct driver_quirk quirk_table[] =
903 match_amd_r300_to_500,
905 "AMD GLSL constant and normalized texrect quirk"
907 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
908 * used it falls back to software. While the compiler can detect if the shader uses all declared
909 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
910 * using relative addressing falls back to software.
912 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
915 quirk_apple_glsl_constants,
916 "Apple GLSL uniform override"
921 "Geforce 5 NP2 disable"
926 "Init texcoord .w for Apple Intel GPU driver"
929 match_apple_nonr500ati,
931 "Init texcoord .w for Apple ATI >= r600 GPU driver"
935 quirk_one_point_sprite,
936 "Fglrx point sprite crash workaround"
941 "Reserved varying for gl_ClipPos"
944 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
945 * GL implementations accept it. The Mac GL is the only implementation known to
948 * If we can pass 4 component specular colors, do it, because (a) we don't have
949 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
950 * passes specular alpha to the pixel shader if any is used. Otherwise the
951 * specular alpha is used to pass the fog coordinate, which we pass to opengl
952 * via GL_EXT_fog_coord.
954 match_allows_spec_alpha,
955 quirk_allows_specular_alpha,
956 "Allow specular alpha quirk"
959 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
964 "Apple NV_texture_shader disable"
967 match_broken_nv_clip,
968 quirk_disable_nvvp_clip,
969 "Apple NV_vertex_program clip bug quirk"
972 match_fbo_tex_update,
973 quirk_fbo_tex_update,
974 "FBO rebind for attachment updates"
978 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
979 * reporting a driver version is moot because we are not the Windows driver, and we have different
980 * bugs, features, etc.
982 * The driver version has the form "x.y.z.w".
984 * "x" is the Windows version the driver is meant for:
991 * "y" is the maximum Direct3D version the driver supports.
992 * y -> d3d version mapping:
1001 * "z" is the subversion number.
1003 * "w" is the vendor specific driver build number.
1006 struct driver_version_information
1008 enum wined3d_display_driver driver;
1009 enum wined3d_driver_model driver_model;
1010 const char *driver_name; /* name of Windows driver */
1011 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
1012 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1013 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
1016 /* The driver version table contains driver information for different devices on several OS versions. */
1017 static const struct driver_version_information driver_version_table[] =
1020 * - Radeon HD2x00 (R600) and up supported by current drivers.
1021 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1022 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1023 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1024 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1025 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1026 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1027 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1028 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1029 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1032 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1033 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1034 * igxprd32.dll but the GMA800 driver was never updated. */
1035 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1036 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1037 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1038 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1039 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1040 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1043 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1044 * - GeforceFX support is up to 173.x on <= XP
1045 * - Geforce2MX/3/4 up to 96.x on <= XP
1046 * - TNT/Geforce1/2 up to 71.x on <= XP
1047 * All version numbers used below are from the Linux nvidia drivers. */
1048 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1049 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1050 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1051 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
1052 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
1055 struct gpu_description
1057 WORD vendor; /* reported PCI card vendor ID */
1058 WORD card; /* reported PCI card device ID */
1059 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1060 enum wined3d_display_driver driver;
1061 unsigned int vidmem;
1064 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1065 * found on a board containing a specific GPU. */
1066 static const struct gpu_description gpu_description_table[] =
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1089 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1090 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1091 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1092 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1093 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1094 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1095 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1096 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1097 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1098 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1099 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1100 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1101 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1102 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1103 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1104 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1105 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1106 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1107 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1108 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
1109 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
1110 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
1111 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
1112 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1113 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1114 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1115 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1116 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560 TI", DRIVER_NVIDIA_GEFORCE6, 1024},
1117 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
1118 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
1121 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1122 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1123 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1124 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1125 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1126 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1127 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1128 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1129 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1130 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1131 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1132 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1133 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1134 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1135 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1136 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1137 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1138 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1139 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1140 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1141 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6310, "AMD Radeon HD 6310 Graphics", DRIVER_AMD_R600, 1024},
1142 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1143 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1145 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1146 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1147 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1148 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1149 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1150 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1151 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1152 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1155 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1156 enum wined3d_driver_model driver_model)
1160 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1161 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1163 const struct driver_version_information *entry = &driver_version_table[i];
1165 if (entry->driver == driver && entry->driver_model == driver_model)
1167 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1168 entry->driver_name, entry->version, entry->subversion, entry->build);
1176 static void init_driver_info(struct wined3d_driver_info *driver_info,
1177 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1179 OSVERSIONINFOW os_version;
1180 WORD driver_os_version;
1182 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1183 enum wined3d_driver_model driver_model;
1184 const struct driver_version_information *version_info;
1186 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1188 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1189 vendor = wined3d_settings.pci_vendor_id;
1191 driver_info->vendor = vendor;
1193 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1195 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1196 device = wined3d_settings.pci_device_id;
1198 driver_info->device = device;
1200 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1201 * overrides the pci ids to a card which is not in our database. */
1202 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1204 memset(&os_version, 0, sizeof(os_version));
1205 os_version.dwOSVersionInfoSize = sizeof(os_version);
1206 if (!GetVersionExW(&os_version))
1208 ERR("Failed to get OS version, reporting 2000/XP.\n");
1209 driver_os_version = 6;
1210 driver_model = DRIVER_MODEL_NT5X;
1214 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1215 switch (os_version.dwMajorVersion)
1218 /* If needed we could distinguish between 9x and NT4, but this code won't make
1219 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1221 driver_os_version = 4;
1222 driver_model = DRIVER_MODEL_WIN9X;
1226 driver_os_version = 6;
1227 driver_model = DRIVER_MODEL_NT5X;
1231 if (os_version.dwMinorVersion == 0)
1233 driver_os_version = 7;
1234 driver_model = DRIVER_MODEL_NT6X;
1238 if (os_version.dwMinorVersion > 1)
1240 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1241 os_version.dwMajorVersion, os_version.dwMinorVersion);
1243 driver_os_version = 8;
1244 driver_model = DRIVER_MODEL_NT6X;
1249 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1250 os_version.dwMajorVersion, os_version.dwMinorVersion);
1251 driver_os_version = 6;
1252 driver_model = DRIVER_MODEL_NT5X;
1257 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1258 * This means that unless the ids are overriden, we will always find a GPU description. */
1259 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1261 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1263 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1265 driver_info->description = gpu_description_table[i].description;
1266 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1267 driver = gpu_description_table[i].driver;
1272 if (wined3d_settings.emulated_textureram)
1274 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1275 driver_info->vidmem = wined3d_settings.emulated_textureram;
1278 /* Try to obtain driver version information for the current Windows version. This fails in
1280 * - the gpu is not available on the currently selected OS version:
1281 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1282 * version information for the current Windows version is returned instead of faked info.
1283 * We do the same and assume the default Windows version to emulate is WinXP.
1285 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1286 * For now return the XP driver info. Perhaps later on we should return VESA.
1288 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1289 * This could be an indication that our database is not up to date, so this should be fixed.
1291 version_info = get_driver_version_info(driver, driver_model);
1294 driver_info->name = version_info->driver_name;
1295 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1296 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1300 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1303 driver_info->name = version_info->driver_name;
1304 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1305 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1309 driver_info->description = "Direct3D HAL";
1310 driver_info->name = "Display";
1311 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1312 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1314 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1315 vendor, device, driver_model);
1319 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1320 driver_info->version_high, driver_info->version_low);
1323 /* Context activation is done by the caller. */
1324 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1325 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1329 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1331 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1332 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1333 quirk_table[i].apply(gl_info);
1336 /* Find out if PBOs work as they are supposed to. */
1337 test_pbo_functionality(gl_info);
1340 static DWORD wined3d_parse_gl_version(const char *gl_version)
1342 const char *ptr = gl_version;
1346 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1348 while (isdigit(*ptr)) ++ptr;
1349 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1353 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1355 return MAKEDWORD_VERSION(major, minor);
1358 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1361 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1362 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1363 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1365 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1366 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1367 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1368 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1369 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1370 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1371 * DirectDraw, not OpenGL. */
1372 if (gl_info->supported[APPLE_FENCE]
1373 && gl_info->supported[APPLE_CLIENT_STORAGE]
1374 && gl_info->supported[APPLE_FLUSH_RENDER]
1375 && gl_info->supported[APPLE_YCBCR_422])
1376 return GL_VENDOR_APPLE;
1378 if (strstr(gl_vendor_string, "NVIDIA"))
1379 return GL_VENDOR_NVIDIA;
1381 if (strstr(gl_vendor_string, "ATI"))
1382 return GL_VENDOR_FGLRX;
1384 if (strstr(gl_vendor_string, "Intel(R)")
1385 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1386 || strstr(gl_renderer, "Intel")
1387 || strstr(gl_vendor_string, "Intel Inc."))
1388 return GL_VENDOR_INTEL;
1390 if (strstr(gl_vendor_string, "Mesa")
1391 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1392 || strstr(gl_vendor_string, "DRI R300 Project")
1393 || strstr(gl_vendor_string, "X.Org R300 Project")
1394 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1395 || strstr(gl_vendor_string, "VMware, Inc.")
1396 || strstr(gl_renderer, "Mesa")
1397 || strstr(gl_renderer, "Gallium"))
1398 return GL_VENDOR_MESA;
1400 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1401 debugstr_a(gl_vendor_string));
1403 return GL_VENDOR_UNKNOWN;
1406 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1408 if (strstr(gl_vendor_string, "NVIDIA")
1409 || strstr(gl_vendor_string, "nouveau"))
1410 return HW_VENDOR_NVIDIA;
1412 if (strstr(gl_vendor_string, "ATI")
1413 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1414 || strstr(gl_vendor_string, "X.Org R300 Project")
1415 || strstr(gl_renderer, "AMD")
1416 || strstr(gl_renderer, "R100")
1417 || strstr(gl_renderer, "R200")
1418 || strstr(gl_renderer, "R300")
1419 || strstr(gl_renderer, "R600")
1420 || strstr(gl_renderer, "R700"))
1421 return HW_VENDOR_AMD;
1423 if (strstr(gl_vendor_string, "Intel(R)")
1424 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1425 || strstr(gl_renderer, "Intel")
1426 || strstr(gl_vendor_string, "Intel Inc."))
1427 return HW_VENDOR_INTEL;
1429 if (strstr(gl_vendor_string, "Mesa")
1430 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1431 || strstr(gl_vendor_string, "VMware, Inc."))
1432 return HW_VENDOR_SOFTWARE;
1434 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1436 return HW_VENDOR_NVIDIA;
1439 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1443 if (gl_info->supported[ARB_MULTITEXTURE])
1445 if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1446 && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1447 && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1449 if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1450 && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1452 if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1453 && gl_info->supported[ARB_VERTEX_SHADER])
1455 if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1461 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1462 const char *gl_renderer)
1464 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1467 if (d3d_level >= 10)
1471 const char *renderer;
1472 enum wined3d_pci_device id;
1476 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1477 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1478 {"GTX 560 TI", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1479 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1480 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1481 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1482 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1483 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1484 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1485 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1486 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1487 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1488 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1489 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1490 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1491 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1492 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1493 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1494 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1495 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1496 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1497 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1498 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1499 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1500 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1501 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1502 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1503 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1504 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1505 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1506 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1507 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1508 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1509 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1510 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1511 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1512 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1513 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1514 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1515 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1516 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1517 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1518 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1519 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1520 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1521 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1522 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1523 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1524 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1525 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1526 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1529 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1531 if (strstr(gl_renderer, cards[i].renderer))
1535 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1536 return CARD_NVIDIA_GEFORCE_8300GS;
1539 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1540 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1542 if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1546 const char *renderer;
1547 enum wined3d_pci_device id;
1551 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1552 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1553 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1554 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1555 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1556 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1557 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1558 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1559 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1560 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1561 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1562 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1563 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1566 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1568 if (strstr(gl_renderer, cards[i].renderer))
1572 /* Geforce 6/7 - lowend */
1573 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1578 /* GeforceFX - highend */
1579 if (strstr(gl_renderer, "5800")
1580 || strstr(gl_renderer, "5900")
1581 || strstr(gl_renderer, "5950")
1582 || strstr(gl_renderer, "Quadro FX"))
1584 return CARD_NVIDIA_GEFORCEFX_5800;
1587 /* GeforceFX - midend */
1588 if (strstr(gl_renderer, "5600")
1589 || strstr(gl_renderer, "5650")
1590 || strstr(gl_renderer, "5700")
1591 || strstr(gl_renderer, "5750"))
1593 return CARD_NVIDIA_GEFORCEFX_5600;
1596 /* GeforceFX - lowend */
1597 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1602 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1604 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1607 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1612 if (strstr(gl_renderer, "GeForce4 MX"))
1614 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1617 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1619 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1622 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1624 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1627 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1630 if (strstr(gl_renderer, "TNT2"))
1632 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1635 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1638 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1639 const char *gl_renderer)
1641 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1643 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1645 * Beware: renderer string do not match exact card model,
1646 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1647 if (d3d_level >= 10)
1653 const char *renderer;
1654 enum wined3d_pci_device id;
1659 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1660 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1661 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1662 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1663 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1664 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1665 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1666 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1667 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1668 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1670 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1671 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1672 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1673 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1674 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1675 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1676 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1677 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1678 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1679 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1680 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1681 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1682 /* R600/R700 integrated */
1683 {"HD 3300", CARD_AMD_RADEON_HD3200},
1684 {"HD 3200", CARD_AMD_RADEON_HD3200},
1685 {"HD 3100", CARD_AMD_RADEON_HD3200},
1687 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1688 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1689 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1690 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1691 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1692 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1693 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1694 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1695 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1696 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1697 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1698 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1699 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1702 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1704 if (strstr(gl_renderer, cards[i].renderer))
1708 /* Default for when no GPU has been found */
1709 return CARD_AMD_RADEON_HD3200;
1715 if (strstr(gl_renderer, "X1600")
1716 || strstr(gl_renderer, "X1650")
1717 || strstr(gl_renderer, "X1800")
1718 || strstr(gl_renderer, "X1900")
1719 || strstr(gl_renderer, "X1950"))
1721 return CARD_AMD_RADEON_X1600;
1724 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1725 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1726 if (strstr(gl_renderer, "X700")
1727 || strstr(gl_renderer, "X800")
1728 || strstr(gl_renderer, "X850")
1729 || strstr(gl_renderer, "X1300")
1730 || strstr(gl_renderer, "X1400")
1731 || strstr(gl_renderer, "X1450")
1732 || strstr(gl_renderer, "X1550")
1733 || strstr(gl_renderer, "X2300")
1734 || strstr(gl_renderer, "X2500")
1735 || strstr(gl_renderer, "HD 2300")
1738 return CARD_AMD_RADEON_X700;
1741 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1742 if (strstr(gl_renderer, "Radeon Xpress"))
1744 return CARD_AMD_RADEON_XPRESS_200M;
1748 return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1752 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1755 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1757 return CARD_AMD_RAGE_128PRO;
1760 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1761 const char *gl_renderer)
1763 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1764 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1766 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1767 return CARD_INTEL_X3100;
1770 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1772 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1773 return CARD_INTEL_I945GM;
1776 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1777 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1778 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1779 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1780 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1781 return CARD_INTEL_I915G;
1785 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1786 const char *gl_renderer)
1791 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1793 * Beware: renderer string do not match exact card model,
1794 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1795 if (strstr(gl_renderer, "Gallium"))
1797 /* 20101109 - These are never returned by current Gallium radeon
1798 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1800 * These are returned but not handled: RC410, RV380. */
1803 const char *renderer;
1804 enum wined3d_pci_device id;
1808 /* Northern Islands */
1809 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1810 {"BARTS", CARD_AMD_RADEON_HD6800},
1811 {"PALM", CARD_AMD_RADEON_HD6310},
1813 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1814 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1815 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1816 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1817 {"CEDAR", CARD_AMD_RADEON_HD5400},
1819 {"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1820 {"RV790", CARD_AMD_RADEON_HD4800},
1821 {"RV770", CARD_AMD_RADEON_HD4800},
1822 {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1823 {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1824 {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1825 /* R600/R700 integrated */
1826 {"RS880", CARD_AMD_RADEON_HD3200},
1827 {"RS780", CARD_AMD_RADEON_HD3200},
1829 {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1830 {"R600", CARD_AMD_RADEON_HD2900},
1831 {"RV670", CARD_AMD_RADEON_HD2900},
1832 {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1833 {"RV630", CARD_AMD_RADEON_HD2600},
1834 {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1835 {"RV610", CARD_AMD_RADEON_HD2350},
1837 {"R580", CARD_AMD_RADEON_X1600},
1838 {"R520", CARD_AMD_RADEON_X1600},
1839 {"RV570", CARD_AMD_RADEON_X1600},
1840 {"RV560", CARD_AMD_RADEON_X1600},
1841 {"RV535", CARD_AMD_RADEON_X1600},
1842 {"RV530", CARD_AMD_RADEON_X1600},
1843 {"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
1844 {"RV515", CARD_AMD_RADEON_X700},
1846 {"R481", CARD_AMD_RADEON_X700},
1847 {"R480", CARD_AMD_RADEON_X700},
1848 {"R430", CARD_AMD_RADEON_X700},
1849 {"R423", CARD_AMD_RADEON_X700},
1850 {"R420", CARD_AMD_RADEON_X700},
1851 {"R410", CARD_AMD_RADEON_X700},
1852 {"RV410", CARD_AMD_RADEON_X700},
1853 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1854 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1855 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1856 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1857 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1858 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1859 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1860 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1862 {"R360", CARD_AMD_RADEON_9500},
1863 {"R350", CARD_AMD_RADEON_9500},
1864 {"R300", CARD_AMD_RADEON_9500},
1865 {"RV370", CARD_AMD_RADEON_9500},
1866 {"RV360", CARD_AMD_RADEON_9500},
1867 {"RV351", CARD_AMD_RADEON_9500},
1868 {"RV350", CARD_AMD_RADEON_9500},
1871 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1873 if (strstr(gl_renderer, cards[i].renderer))
1878 d3d_level = d3d_level_from_gl_info(gl_info);
1883 const char *renderer;
1884 enum wined3d_pci_device id;
1889 {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1890 {"(RV790", CARD_AMD_RADEON_HD4800},
1891 {"(RV770", CARD_AMD_RADEON_HD4800},
1892 {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1893 {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1894 {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1895 /* R600/R700 integrated */
1896 {"RS880", CARD_AMD_RADEON_HD3200},
1897 {"RS780", CARD_AMD_RADEON_HD3200},
1899 {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1900 {"(R600", CARD_AMD_RADEON_HD2900},
1901 {"(RV670", CARD_AMD_RADEON_HD2900},
1902 {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1903 {"(RV630", CARD_AMD_RADEON_HD2600},
1904 {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1905 {"(RV610", CARD_AMD_RADEON_HD2350},
1908 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1910 if (strstr(gl_renderer, cards[i].renderer))
1916 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1919 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1921 return CARD_AMD_RAGE_128PRO;
1924 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1925 const char *gl_renderer)
1929 if (strstr(gl_renderer, "Gallium"))
1935 const char *renderer;
1936 enum wined3d_pci_device id;
1940 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1941 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1942 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1943 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1944 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1945 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1946 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
1947 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1948 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1949 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1950 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1951 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1952 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1953 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1954 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1955 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1956 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1957 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1958 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1959 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1960 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1961 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1962 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1963 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1964 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1965 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1966 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1967 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1968 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1969 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1970 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1971 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1972 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1973 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1974 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1975 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1976 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1977 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1978 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1979 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1980 {"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
1981 {"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
1982 {"NV20", CARD_NVIDIA_GEFORCE3},
1983 {"NV1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1984 {"NV1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1985 {"NV18", CARD_NVIDIA_GEFORCE4_MX},
1986 {"NV17", CARD_NVIDIA_GEFORCE4_MX},
1987 {"NV16", CARD_NVIDIA_GEFORCE2},
1988 {"NV15", CARD_NVIDIA_GEFORCE2},
1989 {"NV11", CARD_NVIDIA_GEFORCE2_MX},
1990 {"NV10", CARD_NVIDIA_GEFORCE},
1991 {"NV05", CARD_NVIDIA_RIVA_TNT2},
1992 {"NV04", CARD_NVIDIA_RIVA_TNT},
1993 {"NV03", CARD_NVIDIA_RIVA_128},
1996 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1998 if (strstr(gl_renderer, cards[i].renderer))
2003 FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2005 d3d_level = d3d_level_from_gl_info(gl_info);
2007 return CARD_NVIDIA_GEFORCEFX_5600;
2009 return CARD_NVIDIA_GEFORCE3;
2011 return CARD_NVIDIA_GEFORCE;
2013 return CARD_NVIDIA_RIVA_TNT;
2014 return CARD_NVIDIA_RIVA_128;
2018 struct vendor_card_selection
2020 enum wined3d_gl_vendor gl_vendor;
2021 enum wined3d_pci_vendor card_vendor;
2022 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2023 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2026 static const struct vendor_card_selection vendor_card_select_table[] =
2028 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2029 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2030 {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
2031 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2032 {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
2033 {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
2034 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2035 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2036 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2040 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2041 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2045 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2046 * different GPUs with roughly the same features. In most cases GPUs from a
2047 * certain family differ in clockspeeds, the amount of video memory and the
2048 * number of shader pipelines.
2050 * A Direct3D device object contains the PCI id (vendor + device) of the
2051 * videocard which is used for rendering. Various applications use this
2052 * information to get a rough estimation of the features of the card and
2053 * some might use it for enabling 3d effects only on certain types of
2054 * videocards. In some cases games might even use it to work around bugs
2055 * which happen on certain videocards/driver combinations. The problem is
2056 * that OpenGL only exposes a rendering string containing the name of the
2057 * videocard and not the PCI id.
2059 * Various games depend on the PCI id, so somehow we need to provide one.
2060 * A simple option is to parse the renderer string and translate this to
2061 * the right PCI id. This is a lot of work because there are more than 200
2062 * GPUs just for Nvidia. Various cards share the same renderer string, so
2063 * the amount of code might be 'small' but there are quite a number of
2064 * exceptions which would make this a pain to maintain. Another way would
2065 * be to query the PCI id from the operating system (assuming this is the
2066 * videocard which is used for rendering which is not always the case).
2067 * This would work but it is not very portable. Second it would not work
2068 * well in, let's say, a remote X situation in which the amount of 3d
2069 * features which can be used is limited.
2071 * As said most games only use the PCI id to get an indication of the
2072 * capabilities of the card. It doesn't really matter if the given id is
2073 * the correct one if we return the id of a card with similar 3d features.
2075 * The code below checks the OpenGL capabilities of a videocard and matches
2076 * that to a certain level of Direct3D functionality. Once a card passes
2077 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2078 * least a GeforceFX. To give a better estimate we do a basic check on the
2079 * renderer string but if that won't pass we return a default card. This
2080 * way is better than maintaining a full card database as even without a
2081 * full database we can return a card with similar features. Second the
2082 * size of the database can be made quite small because when you know what
2083 * type of 3d functionality a card has, you know to which GPU family the
2084 * GPU must belong. Because of this you only have to check a small part of
2085 * the renderer string to distinguishes between different models from that
2088 * The code also selects a default amount of video memory which we will
2089 * use for an estimation of the amount of free texture memory. In case of
2090 * real D3D the amount of texture memory includes video memory and system
2091 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2092 * HyperMemory). We don't know how much system memory can be addressed by
2093 * the system but we can make a reasonable estimation about the amount of
2094 * video memory. If the value is slightly wrong it doesn't matter as we
2095 * didn't include AGP-like memory which makes the amount of addressable
2096 * memory higher and second OpenGL isn't that critical it moves to system
2097 * memory behind our backs if really needed. Note that the amount of video
2098 * memory can be overruled using a registry setting. */
2102 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2104 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2105 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2107 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2108 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2111 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2112 *gl_vendor, *card_vendor);
2114 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2115 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2116 * them a good generic choice. */
2117 *card_vendor = HW_VENDOR_NVIDIA;
2118 d3d_level = d3d_level_from_gl_info(gl_info);
2120 return CARD_NVIDIA_GEFORCEFX_5600;
2122 return CARD_NVIDIA_GEFORCE3;
2124 return CARD_NVIDIA_GEFORCE;
2126 return CARD_NVIDIA_RIVA_TNT;
2127 return CARD_NVIDIA_RIVA_128;
2130 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2132 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2133 int vs_selected_mode, ps_selected_mode;
2135 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2136 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2137 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2138 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2139 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2140 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2141 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2142 else return &ffp_fragment_pipeline;
2145 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2147 int vs_selected_mode, ps_selected_mode;
2149 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2150 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2151 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2152 return &none_shader_backend;
2155 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2157 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158 int vs_selected_mode, ps_selected_mode;
2160 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2163 else return &ffp_blit;
2166 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2170 #define USE_GL_FUNC(type, pfn, ext, replace) \
2171 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2172 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2173 else gl_info->pfn = NULL;
2178 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2183 /* Context activation is done by the caller. */
2184 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2186 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2187 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2188 const char *GL_Extensions = NULL;
2189 const char *WGL_Extensions = NULL;
2190 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2191 struct fragment_caps fragment_caps;
2192 enum wined3d_gl_vendor gl_vendor;
2193 enum wined3d_pci_vendor card_vendor;
2194 enum wined3d_pci_device device;
2196 GLfloat gl_floatv[2];
2202 TRACE_(d3d_caps)("(%p)\n", gl_info);
2206 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2207 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2208 if (!gl_renderer_str)
2211 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2215 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2216 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2220 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2224 /* Parse the GL_VERSION field into major and minor information */
2225 gl_version_str = (const char *)glGetString(GL_VERSION);
2226 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2227 if (!gl_version_str)
2230 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2233 gl_version = wined3d_parse_gl_version(gl_version_str);
2236 * Initialize openGL extension related variables
2237 * with Default values
2239 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2240 gl_info->limits.blends = 1;
2241 gl_info->limits.buffers = 1;
2242 gl_info->limits.textures = 1;
2243 gl_info->limits.fragment_samplers = 1;
2244 gl_info->limits.vertex_samplers = 0;
2245 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2246 gl_info->limits.sampler_stages = 1;
2247 gl_info->limits.glsl_vs_float_constants = 0;
2248 gl_info->limits.glsl_ps_float_constants = 0;
2249 gl_info->limits.arb_vs_float_constants = 0;
2250 gl_info->limits.arb_vs_native_constants = 0;
2251 gl_info->limits.arb_vs_instructions = 0;
2252 gl_info->limits.arb_vs_temps = 0;
2253 gl_info->limits.arb_ps_float_constants = 0;
2254 gl_info->limits.arb_ps_local_constants = 0;
2255 gl_info->limits.arb_ps_instructions = 0;
2256 gl_info->limits.arb_ps_temps = 0;
2258 /* Retrieve opengl defaults */
2259 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2260 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2261 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2263 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2264 gl_info->limits.lights = gl_max;
2265 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2267 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2268 gl_info->limits.texture_size = gl_max;
2269 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2271 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2272 gl_info->limits.pointsize_min = gl_floatv[0];
2273 gl_info->limits.pointsize_max = gl_floatv[1];
2274 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2276 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2277 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2281 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2287 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2289 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2291 while (*GL_Extensions)
2295 while (isspace(*GL_Extensions)) ++GL_Extensions;
2296 start = GL_Extensions;
2297 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2299 len = GL_Extensions - start;
2302 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2304 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2306 if (len == strlen(EXTENSION_MAP[i].extension_string)
2307 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2309 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2310 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2316 /* Now work out what GL support this card really has */
2317 load_gl_funcs( gl_info, gl_version );
2321 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2322 * loading the functions, otherwise the code above will load the extension entry points instead of the
2323 * core functions, which may not work. */
2324 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2326 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2327 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2329 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2330 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2334 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2336 if (gl_info->supported[APPLE_FENCE])
2338 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2339 * The apple extension interacts with some other apple exts. Disable the NV
2340 * extension if the apple one is support to prevent confusion in other parts
2342 gl_info->supported[NV_FENCE] = FALSE;
2344 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2346 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2348 * The enums are the same:
2349 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2350 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2351 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2352 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2353 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2355 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2357 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2358 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2360 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2362 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2363 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2366 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2368 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2369 * functionality. Prefer the ARB extension */
2370 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2372 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2374 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2375 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2377 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2379 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2380 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2382 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2384 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2385 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2387 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2389 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2390 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2392 if (gl_info->supported[NV_TEXTURE_SHADER2])
2394 if (gl_info->supported[NV_REGISTER_COMBINERS])
2396 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2397 * are supported. The nv extensions provide the same functionality as the
2398 * ATI one, and a bit more(signed pixelformats). */
2399 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2403 if (gl_info->supported[NV_REGISTER_COMBINERS])
2405 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2406 gl_info->limits.general_combiners = gl_max;
2407 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2409 if (gl_info->supported[ARB_DRAW_BUFFERS])
2411 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2412 gl_info->limits.buffers = gl_max;
2413 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2415 if (gl_info->supported[ARB_MULTITEXTURE])
2417 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2418 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2419 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2421 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2424 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2425 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2429 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2431 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2433 if (gl_info->supported[ARB_VERTEX_SHADER])
2436 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2437 gl_info->limits.vertex_samplers = tmp;
2438 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2439 gl_info->limits.combined_samplers = tmp;
2441 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2442 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2443 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2444 * shader is used with fixed function vertex processing we're fine too because fixed function
2445 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2446 * used we have to make sure that all vertex sampler setups are valid together with all
2447 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2448 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2449 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2450 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2451 * a fixed function pipeline anymore.
2453 * So this is just a check to check that our assumption holds true. If not, write a warning
2454 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2455 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2456 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2458 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2459 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2460 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2461 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2462 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2464 gl_info->limits.vertex_samplers = 0;
2469 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2471 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2472 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2474 if (gl_info->supported[ARB_VERTEX_BLEND])
2476 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2477 gl_info->limits.blends = gl_max;
2478 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2480 if (gl_info->supported[EXT_TEXTURE3D])
2482 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2483 gl_info->limits.texture3d_size = gl_max;
2484 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2486 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2488 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2489 gl_info->limits.anisotropy = gl_max;
2490 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2492 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2494 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2495 gl_info->limits.arb_ps_float_constants = gl_max;
2496 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2497 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2498 gl_info->limits.arb_ps_native_constants = gl_max;
2499 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2500 gl_info->limits.arb_ps_native_constants);
2501 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2502 gl_info->limits.arb_ps_temps = gl_max;
2503 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2504 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2505 gl_info->limits.arb_ps_instructions = gl_max;
2506 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2507 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2508 gl_info->limits.arb_ps_local_constants = gl_max;
2509 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2511 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2513 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2514 gl_info->limits.arb_vs_float_constants = gl_max;
2515 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2516 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2517 gl_info->limits.arb_vs_native_constants = gl_max;
2518 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2519 gl_info->limits.arb_vs_native_constants);
2520 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2521 gl_info->limits.arb_vs_temps = gl_max;
2522 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2523 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2524 gl_info->limits.arb_vs_instructions = gl_max;
2525 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2527 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2529 if (gl_info->supported[ARB_VERTEX_SHADER])
2531 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2532 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2533 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2535 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2537 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2538 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2539 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2540 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2541 gl_info->limits.glsl_varyings = gl_max;
2542 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2544 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2546 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2547 unsigned int major, minor;
2549 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2551 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2552 sscanf(str, "%u.%u", &major, &minor);
2553 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2555 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2557 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2561 gl_info->limits.shininess = 128.0f;
2563 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2565 /* If we have full NP2 texture support, disable
2566 * GL_ARB_texture_rectangle because we will never use it.
2567 * This saves a few redundant glDisable calls. */
2568 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2570 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2572 /* Disable NV_register_combiners and fragment shader if this is supported.
2573 * generally the NV extensions are preferred over the ATI ones, and this
2574 * extension is disabled if register_combiners and texture_shader2 are both
2575 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2576 * fragment processing support. */
2577 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2578 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2579 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2580 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2582 if (gl_info->supported[NV_HALF_FLOAT])
2584 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2585 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2587 if (gl_info->supported[ARB_POINT_SPRITE])
2589 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2593 gl_info->limits.point_sprite_units = 0;
2595 checkGLcall("extension detection");
2599 adapter->fragment_pipe = select_fragment_implementation(adapter);
2600 adapter->shader_backend = select_shader_backend(adapter);
2601 adapter->blitter = select_blit_implementation(adapter);
2603 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2604 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2605 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2607 /* In some cases the number of texture stages can be larger than the number
2608 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2609 * shaders), but 8 texture stages (register combiners). */
2610 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2612 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2614 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2615 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2616 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2617 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2618 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2619 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2620 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2621 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2622 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2623 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2624 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2625 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2626 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2627 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2628 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2629 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2630 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2631 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2632 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2636 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2638 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2639 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2640 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2641 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2642 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2643 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2644 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2645 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2646 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2647 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2648 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2649 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2650 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2651 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2652 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2653 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2654 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2656 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2658 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2659 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2661 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2663 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2665 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2667 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2671 /* MRTs are currently only supported when FBOs are used. */
2672 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2674 gl_info->limits.buffers = 1;
2677 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2678 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2679 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2681 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2682 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2684 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2685 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2686 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2687 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2688 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2689 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2690 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2691 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2693 /* Make sure there's an active HDC else the WGL extensions will fail */
2694 hdc = pwglGetCurrentDC();
2696 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2697 if(GL_EXTCALL(wglGetExtensionsStringARB))
2698 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2700 if (!WGL_Extensions)
2702 ERR(" WGL_Extensions returns NULL\n");
2706 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2707 while (*WGL_Extensions)
2712 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2713 Start = WGL_Extensions;
2714 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2716 len = WGL_Extensions - Start;
2717 if (!len || len >= sizeof(ThisExtn))
2720 memcpy(ThisExtn, Start, len);
2721 ThisExtn[len] = '\0';
2722 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2724 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2725 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2726 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2728 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2729 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2730 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2732 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2733 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2734 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2740 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2741 init_driver_info(driver_info, card_vendor, device);
2742 add_gl_compat_wrappers(gl_info);
2747 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2749 TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2750 wined3d, wined3d->adapter_count);
2752 return wined3d->adapter_count;
2755 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2757 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2762 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2764 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2766 if (adapter_idx >= wined3d->adapter_count)
2769 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2772 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2773 of the same bpp but different resolutions */
2775 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2776 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2777 enum wined3d_format_id format_id)
2779 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2781 if (adapter_idx >= wined3d->adapter_count)
2784 /* TODO: Store modes per adapter and read it from the adapter structure */
2787 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2788 UINT format_bits = format->byte_count * CHAR_BIT;
2793 memset(&mode, 0, sizeof(mode));
2794 mode.dmSize = sizeof(mode);
2796 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2800 if (format_id == WINED3DFMT_UNKNOWN)
2802 /* This is for D3D8, do not enumerate P8 here */
2803 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2805 else if (mode.dmBitsPerPel == format_bits)
2811 TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2817 FIXME_(d3d_caps)("Adapter not primary display.\n");
2823 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2824 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2825 enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2827 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2828 wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2830 /* Validate the parameters as much as possible */
2831 if (!mode || adapter_idx >= wined3d->adapter_count
2832 || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2834 return WINED3DERR_INVALIDCALL;
2837 /* TODO: Store modes per adapter and read it from the adapter structure */
2840 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2841 UINT format_bits = format->byte_count * CHAR_BIT;
2847 ZeroMemory(&DevModeW, sizeof(DevModeW));
2848 DevModeW.dmSize = sizeof(DevModeW);
2850 /* If we are filtering to a specific format (D3D9), then need to skip
2851 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2852 just count through the ones with valid bit depths */
2853 while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2855 if (format_id == WINED3DFMT_UNKNOWN)
2857 /* This is for D3D8, do not enumerate P8 here */
2858 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2860 else if (DevModeW.dmBitsPerPel == format_bits)
2868 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2869 return WINED3DERR_INVALIDCALL;
2873 /* Now get the display mode via the calculated index */
2874 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2876 mode->Width = DevModeW.dmPelsWidth;
2877 mode->Height = DevModeW.dmPelsHeight;
2878 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2879 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2880 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2882 if (format_id == WINED3DFMT_UNKNOWN)
2883 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2885 mode->Format = format_id;
2889 TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2890 return WINED3DERR_INVALIDCALL;
2893 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2894 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2895 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2899 FIXME_(d3d_caps)("Adapter not primary display\n");
2905 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2906 WINED3DDISPLAYMODE *mode)
2908 TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2910 if (!mode || adapter_idx >= wined3d->adapter_count)
2911 return WINED3DERR_INVALIDCALL;
2918 ZeroMemory(&DevModeW, sizeof(DevModeW));
2919 DevModeW.dmSize = sizeof(DevModeW);
2921 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2922 mode->Width = DevModeW.dmPelsWidth;
2923 mode->Height = DevModeW.dmPelsHeight;
2924 bpp = DevModeW.dmBitsPerPel;
2925 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2926 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2927 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2928 mode->Format = pixelformat_for_depth(bpp);
2932 FIXME_(d3d_caps)("Adapter not primary display\n");
2935 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2936 mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2940 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2941 and fields being inserted in the middle, a new structure is used in place */
2942 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2943 UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2945 const struct wined3d_adapter *adapter;
2948 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2949 wined3d, adapter_idx, flags, identifier);
2951 if (adapter_idx >= wined3d->adapter_count)
2952 return WINED3DERR_INVALIDCALL;
2954 adapter = &wined3d->adapters[adapter_idx];
2956 /* Return the information requested */
2957 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2959 if (identifier->driver_size)
2961 const char *name = adapter->driver_info.name;
2962 len = min(strlen(name), identifier->driver_size - 1);
2963 memcpy(identifier->driver, name, len);
2964 identifier->driver[len] = '\0';
2967 if (identifier->description_size)
2969 const char *description = adapter->driver_info.description;
2970 len = min(strlen(description), identifier->description_size - 1);
2971 memcpy(identifier->description, description, len);
2972 identifier->description[len] = '\0';
2975 /* Note that d3d8 doesn't supply a device name. */
2976 if (identifier->device_name_size)
2978 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2980 len = strlen(device_name);
2981 if (len >= identifier->device_name_size)
2983 ERR("Device name size too small.\n");
2984 return WINED3DERR_INVALIDCALL;
2987 memcpy(identifier->device_name, device_name, len);
2988 identifier->device_name[len] = '\0';
2991 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2992 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2993 identifier->vendor_id = adapter->driver_info.vendor;
2994 identifier->device_id = adapter->driver_info.device;
2995 identifier->subsystem_id = 0;
2996 identifier->revision = 0;
2997 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2998 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2999 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3000 identifier->video_memory = adapter->TextureRam;
3005 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3006 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3008 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3010 /* Float formats need FBOs. If FBOs are used this function isn't called */
3011 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3013 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3014 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3016 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3020 if(cfg->redSize < redSize)
3023 if(cfg->greenSize < greenSize)
3026 if(cfg->blueSize < blueSize)
3029 if(cfg->alphaSize < alphaSize)
3035 /* Probably a RGBA_float or color index mode */
3039 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3040 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3042 BYTE depthSize, stencilSize;
3043 BOOL lockable = FALSE;
3045 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3047 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3051 /* Float formats need FBOs. If FBOs are used this function isn't called */
3052 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3054 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3057 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3058 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3059 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3060 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3063 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3064 * allow more stencil bits than requested. */
3065 if(cfg->stencilSize < stencilSize)
3071 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3072 UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3073 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3075 const struct wined3d_format *rt_format;
3076 const struct wined3d_format *ds_format;
3077 const struct wined3d_adapter *adapter;
3079 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3080 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3081 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3082 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3084 if (adapter_idx >= wined3d->adapter_count)
3085 return WINED3DERR_INVALIDCALL;
3087 adapter = &wined3d->adapters[adapter_idx];
3088 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3089 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3090 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3092 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3093 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3095 TRACE_(d3d_caps)("Formats match.\n");
3101 const struct wined3d_pixel_format *cfgs;
3102 unsigned int cfg_count;
3105 cfgs = adapter->cfgs;
3106 cfg_count = adapter->nCfgs;
3107 for (i = 0; i < cfg_count; ++i)
3109 if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3110 && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3112 TRACE_(d3d_caps)("Formats match.\n");
3118 TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3119 debug_d3dformat(render_target_format_id),
3120 debug_d3dformat(depth_stencil_format_id));
3122 return WINED3DERR_NOTAVAILABLE;
3125 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3126 WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3127 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3129 const struct wined3d_adapter *adapter;
3130 const struct wined3d_format *format;
3132 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3133 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3134 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3135 windowed, multisample_type, quality_levels);
3137 if (adapter_idx >= wined3d->adapter_count)
3138 return WINED3DERR_INVALIDCALL;
3140 /* TODO: Handle windowed, add more quality levels. */
3142 if (WINED3DMULTISAMPLE_NONE == multisample_type)
3144 if (quality_levels) *quality_levels = 1;
3148 /* By default multisampling is disabled right now as it causes issues
3149 * on some Nvidia driver versions and it doesn't work well in combination
3151 if (!wined3d_settings.allow_multisampling)
3152 return WINED3DERR_NOTAVAILABLE;
3154 adapter = &wined3d->adapters[adapter_idx];
3155 format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3156 if (!format) return WINED3DERR_INVALIDCALL;
3158 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3160 const struct wined3d_pixel_format *cfgs;
3161 unsigned int i, cfg_count;
3163 cfgs = adapter->cfgs;
3164 cfg_count = adapter->nCfgs;
3165 for (i = 0; i < cfg_count; ++i)
3167 if(cfgs[i].numSamples != multisample_type)
3170 if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3173 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3174 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3176 if (quality_levels) *quality_levels = 1;
3181 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3183 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3184 const struct wined3d_pixel_format *cfgs;
3185 unsigned int i, cfg_count;
3187 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3189 ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3190 debug_d3dformat(surface_format_id));
3191 return WINED3DERR_NOTAVAILABLE;
3194 cfgs = adapter->cfgs;
3195 cfg_count = adapter->nCfgs;
3196 for (i = 0; i < cfg_count; ++i)
3198 if(cfgs[i].numSamples != multisample_type)
3200 if(cfgs[i].redSize != redSize)
3202 if(cfgs[i].greenSize != greenSize)
3204 if(cfgs[i].blueSize != blueSize)
3206 /* Not all drivers report alpha-less formats since they use 32-bit
3207 * anyway, so accept alpha even if we didn't ask for it. */
3208 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3210 if (cfgs[i].colorSize != (format->byte_count << 3))
3213 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3214 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3216 if (quality_levels) *quality_levels = 1;
3221 return WINED3DERR_NOTAVAILABLE;
3224 /* Check if we support bumpmapping for a format */
3225 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3227 /* Ask the fixed function pipeline implementation if it can deal
3228 * with the conversion. If we've got a GL extension giving native
3229 * support this will be an identity conversion. */
3230 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3231 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3234 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3235 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3236 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3240 /* Only allow depth/stencil formats */
3241 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3243 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3245 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3246 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3250 /* Walk through all WGL pixel formats to find a match */
3251 for (it = 0; it < adapter->nCfgs; ++it)
3253 const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3254 if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3255 && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3263 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3265 /* The flags entry of a format contains the filtering capability */
3266 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3271 /* Check the render target capabilities of a format */
3272 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3273 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3275 /* Filter out non-RT formats */
3276 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3277 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3279 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3280 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3281 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3284 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3285 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3287 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3288 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3289 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3290 TRACE_(d3d_caps)("[FAILED]\n");
3294 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3295 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3296 for (it = 0; it < adapter->nCfgs; ++it)
3298 if (cfgs[it].windowDrawable
3299 && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3301 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3302 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3307 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3309 /* For now return TRUE for FBOs until we have some proper checks.
3310 * Note that this function will only be called when the format is around for texturing. */
3316 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3318 return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3321 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3323 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3324 * doing the color fixup in shaders.
3325 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3326 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3328 int vs_selected_mode;
3329 int ps_selected_mode;
3330 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3332 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3333 TRACE_(d3d_caps)("[OK]\n");
3338 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3342 /* Check if a format support blending in combination with pixel shaders */
3343 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3344 const struct wined3d_format *format)
3346 /* The flags entry of a format contains the post pixel shader blending capability */
3347 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3352 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3354 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3355 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3356 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3357 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3358 * capability anyway.
3360 * For now lets report this on all formats, but in the future we may want to
3361 * restrict it to some should games need that
3366 /* Check if a texture format is supported on the given adapter */
3367 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3369 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3374 * supported: RGB(A) formats
3376 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3377 case WINED3DFMT_B8G8R8A8_UNORM:
3378 case WINED3DFMT_B8G8R8X8_UNORM:
3379 case WINED3DFMT_B5G6R5_UNORM:
3380 case WINED3DFMT_B5G5R5X1_UNORM:
3381 case WINED3DFMT_B5G5R5A1_UNORM:
3382 case WINED3DFMT_B4G4R4A4_UNORM:
3383 case WINED3DFMT_A8_UNORM:
3384 case WINED3DFMT_B4G4R4X4_UNORM:
3385 case WINED3DFMT_R8G8B8A8_UNORM:
3386 case WINED3DFMT_R8G8B8X8_UNORM:
3387 case WINED3DFMT_B10G10R10A2_UNORM:
3388 case WINED3DFMT_R10G10B10A2_UNORM:
3389 case WINED3DFMT_R16G16_UNORM:
3390 TRACE_(d3d_caps)("[OK]\n");
3393 case WINED3DFMT_B2G3R3_UNORM:
3394 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3398 * Not supported: Palettized
3399 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3400 * Since it is not widely available, don't offer it. Further no Windows driver offers
3401 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3403 case WINED3DFMT_P8_UINT:
3404 case WINED3DFMT_P8_UINT_A8_UNORM:
3408 * Supported: (Alpha)-Luminance
3410 case WINED3DFMT_L8_UNORM:
3411 case WINED3DFMT_L8A8_UNORM:
3412 case WINED3DFMT_L16_UNORM:
3413 TRACE_(d3d_caps)("[OK]\n");
3416 /* Not supported on Windows, thus disabled */
3417 case WINED3DFMT_L4A4_UNORM:
3418 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3422 * Supported: Depth/Stencil formats
3424 case WINED3DFMT_D16_LOCKABLE:
3425 case WINED3DFMT_D16_UNORM:
3426 case WINED3DFMT_S1_UINT_D15_UNORM:
3427 case WINED3DFMT_X8D24_UNORM:
3428 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3429 case WINED3DFMT_D24_UNORM_S8_UINT:
3430 case WINED3DFMT_S8_UINT_D24_FLOAT:
3431 case WINED3DFMT_D32_UNORM:
3432 case WINED3DFMT_D32_FLOAT:
3435 case WINED3DFMT_INTZ:
3436 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3437 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3442 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3443 * GL_NV_texture_shader). Emulated by shaders
3445 case WINED3DFMT_R8G8_SNORM:
3446 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3447 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3448 case WINED3DFMT_R8G8B8A8_SNORM:
3449 case WINED3DFMT_R16G16_SNORM:
3450 /* Ask the shader backend if it can deal with the conversion. If
3451 * we've got a GL extension giving native support this will be an
3452 * identity conversion. */
3453 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3455 TRACE_(d3d_caps)("[OK]\n");
3458 TRACE_(d3d_caps)("[FAILED]\n");
3461 case WINED3DFMT_DXT1:
3462 case WINED3DFMT_DXT2:
3463 case WINED3DFMT_DXT3:
3464 case WINED3DFMT_DXT4:
3465 case WINED3DFMT_DXT5:
3466 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3468 TRACE_(d3d_caps)("[OK]\n");
3471 TRACE_(d3d_caps)("[FAILED]\n");
3476 * Odd formats - not supported
3478 case WINED3DFMT_VERTEXDATA:
3479 case WINED3DFMT_R16_UINT:
3480 case WINED3DFMT_R32_UINT:
3481 case WINED3DFMT_R16G16B16A16_SNORM:
3482 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3483 case WINED3DFMT_R10G11B11_SNORM:
3484 case WINED3DFMT_R16:
3485 case WINED3DFMT_AL16:
3486 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3490 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3492 case WINED3DFMT_R8G8_SNORM_Cx:
3493 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3497 case WINED3DFMT_UYVY:
3498 case WINED3DFMT_YUY2:
3499 if (gl_info->supported[APPLE_YCBCR_422])
3501 TRACE_(d3d_caps)("[OK]\n");
3504 TRACE_(d3d_caps)("[FAILED]\n");
3506 case WINED3DFMT_YV12:
3507 TRACE_(d3d_caps)("[FAILED]\n");
3511 case WINED3DFMT_R16G16B16A16_UNORM:
3512 case WINED3DFMT_B2G3R3A8_UNORM:
3513 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3516 /* Floating point formats */
3517 case WINED3DFMT_R16_FLOAT:
3518 case WINED3DFMT_R16G16_FLOAT:
3519 case WINED3DFMT_R16G16B16A16_FLOAT:
3520 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3522 TRACE_(d3d_caps)("[OK]\n");
3525 TRACE_(d3d_caps)("[FAILED]\n");
3528 case WINED3DFMT_R32_FLOAT:
3529 case WINED3DFMT_R32G32_FLOAT:
3530 case WINED3DFMT_R32G32B32A32_FLOAT:
3531 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3533 TRACE_(d3d_caps)("[OK]\n");
3536 TRACE_(d3d_caps)("[FAILED]\n");
3539 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3540 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3541 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3542 * We can do instancing with all shader versions, but we need vertex shaders.
3544 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3545 * to enable instancing. WineD3D doesn't need that and just ignores it.
3547 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3549 case WINED3DFMT_INST:
3550 TRACE("ATI Instancing check hack\n");
3551 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3553 TRACE_(d3d_caps)("[OK]\n");
3556 TRACE_(d3d_caps)("[FAILED]\n");
3559 /* Some weird FOURCC formats */
3560 case WINED3DFMT_R8G8_B8G8:
3561 case WINED3DFMT_G8R8_G8B8:
3562 case WINED3DFMT_MULTI2_ARGB8:
3563 TRACE_(d3d_caps)("[FAILED]\n");
3566 /* Vendor specific formats */
3567 case WINED3DFMT_ATI2N:
3568 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3569 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3571 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3572 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3574 TRACE_(d3d_caps)("[OK]\n");
3578 TRACE_(d3d_caps)("[OK]\n");
3581 TRACE_(d3d_caps)("[FAILED]\n");
3584 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3585 * format MAKEFOURCC('N','V','D','B') is used.
3586 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3587 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3590 case WINED3DFMT_NVDB:
3591 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3593 TRACE_(d3d_caps)("[OK]\n");
3596 TRACE_(d3d_caps)("[FAILED]\n");
3599 case WINED3DFMT_NVHU:
3600 case WINED3DFMT_NVHS:
3601 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3602 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3603 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3604 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3605 * Applications have to deal with not having NVHS and NVHU.
3607 TRACE_(d3d_caps)("[FAILED]\n");
3610 case WINED3DFMT_NULL:
3611 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3615 case WINED3DFMT_UNKNOWN:
3619 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3625 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3626 const struct wined3d_format *adapter_format,
3627 const struct wined3d_format *check_format,
3628 WINED3DSURFTYPE SurfaceType)
3630 if (SurfaceType == SURFACE_GDI)
3632 switch (check_format->id)
3634 case WINED3DFMT_B8G8R8_UNORM:
3635 case WINED3DFMT_B8G8R8A8_UNORM:
3636 case WINED3DFMT_B8G8R8X8_UNORM:
3637 case WINED3DFMT_B5G6R5_UNORM:
3638 case WINED3DFMT_B5G5R5X1_UNORM:
3639 case WINED3DFMT_B5G5R5A1_UNORM:
3640 case WINED3DFMT_B4G4R4A4_UNORM:
3641 case WINED3DFMT_B2G3R3_UNORM:
3642 case WINED3DFMT_A8_UNORM:
3643 case WINED3DFMT_B2G3R3A8_UNORM:
3644 case WINED3DFMT_B4G4R4X4_UNORM:
3645 case WINED3DFMT_R10G10B10A2_UNORM:
3646 case WINED3DFMT_R8G8B8A8_UNORM:
3647 case WINED3DFMT_R8G8B8X8_UNORM:
3648 case WINED3DFMT_R16G16_UNORM:
3649 case WINED3DFMT_B10G10R10A2_UNORM:
3650 case WINED3DFMT_R16G16B16A16_UNORM:
3651 case WINED3DFMT_P8_UINT:
3652 TRACE_(d3d_caps)("[OK]\n");
3655 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3660 /* All format that are supported for textures are supported for surfaces as well */
3661 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3662 /* All depth stencil formats are supported on surfaces */
3663 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3665 /* If opengl can't process the format natively, the blitter may be able to convert it */
3666 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3667 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3668 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3670 TRACE_(d3d_caps)("[OK]\n");
3674 /* Reject other formats */
3675 TRACE_(d3d_caps)("[FAILED]\n");
3679 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3680 const struct wined3d_format *format)
3682 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3685 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3686 WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3687 WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3689 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3690 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3691 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3692 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3693 DWORD usage_caps = 0;
3695 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3696 "resource_type %s, check_format %s, surface_type %#x.\n",
3697 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3698 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3699 debug_d3dformat(check_format_id), surface_type);
3701 if (adapter_idx >= wined3d->adapter_count)
3702 return WINED3DERR_INVALIDCALL;
3704 switch (resource_type)
3706 case WINED3DRTYPE_CUBETEXTURE:
3707 /* Cubetexture allows:
3708 * - WINED3DUSAGE_AUTOGENMIPMAP
3709 * - WINED3DUSAGE_DEPTHSTENCIL
3710 * - WINED3DUSAGE_DYNAMIC
3711 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3712 * - WINED3DUSAGE_RENDERTARGET
3713 * - WINED3DUSAGE_SOFTWAREPROCESSING
3714 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3716 if (surface_type != SURFACE_OPENGL)
3718 TRACE_(d3d_caps)("[FAILED]\n");
3719 return WINED3DERR_NOTAVAILABLE;
3722 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3724 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3725 return WINED3DERR_NOTAVAILABLE;
3728 if (!CheckTextureCapability(adapter, format))
3730 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3731 return WINED3DERR_NOTAVAILABLE;
3734 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3736 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3737 /* When autogenmipmap isn't around continue and return
3738 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3739 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3741 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3744 /* Always report dynamic locking. */
3745 if (usage & WINED3DUSAGE_DYNAMIC)
3746 usage_caps |= WINED3DUSAGE_DYNAMIC;
3748 if (usage & WINED3DUSAGE_RENDERTARGET)
3750 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3752 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3753 return WINED3DERR_NOTAVAILABLE;
3755 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3758 /* Always report software processing. */
3759 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3760 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3762 if (usage & WINED3DUSAGE_QUERY_FILTER)
3764 if (!CheckFilterCapability(adapter, format))
3766 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3767 return WINED3DERR_NOTAVAILABLE;
3769 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3772 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3774 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3776 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3777 return WINED3DERR_NOTAVAILABLE;
3779 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3782 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3784 if (!CheckSrgbReadCapability(adapter, format))
3786 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3787 return WINED3DERR_NOTAVAILABLE;
3789 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3792 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3794 if (!CheckSrgbWriteCapability(adapter, format))
3796 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3797 return WINED3DERR_NOTAVAILABLE;
3799 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3802 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3804 if (!CheckVertexTextureCapability(adapter, format))
3806 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3807 return WINED3DERR_NOTAVAILABLE;
3809 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3812 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3814 if (!CheckWrapAndMipCapability(adapter, format))
3816 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3817 return WINED3DERR_NOTAVAILABLE;
3819 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3823 case WINED3DRTYPE_SURFACE:
3825 * - WINED3DUSAGE_DEPTHSTENCIL
3826 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3827 * - WINED3DUSAGE_RENDERTARGET
3829 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3831 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3832 return WINED3DERR_NOTAVAILABLE;
3835 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3837 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3839 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3840 return WINED3DERR_NOTAVAILABLE;
3842 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3845 if (usage & WINED3DUSAGE_RENDERTARGET)
3847 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3849 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3850 return WINED3DERR_NOTAVAILABLE;
3852 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3855 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3857 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3859 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3860 return WINED3DERR_NOTAVAILABLE;
3862 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3866 case WINED3DRTYPE_TEXTURE:
3868 * - WINED3DUSAGE_AUTOGENMIPMAP
3869 * - WINED3DUSAGE_DEPTHSTENCIL
3870 * - WINED3DUSAGE_DMAP
3871 * - WINED3DUSAGE_DYNAMIC
3872 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3873 * - WINED3DUSAGE_RENDERTARGET
3874 * - WINED3DUSAGE_SOFTWAREPROCESSING
3875 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3876 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3878 if (surface_type != SURFACE_OPENGL)
3880 TRACE_(d3d_caps)("[FAILED]\n");
3881 return WINED3DERR_NOTAVAILABLE;
3884 if (!CheckTextureCapability(adapter, format))
3886 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3887 return WINED3DERR_NOTAVAILABLE;
3890 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3892 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3893 /* When autogenmipmap isn't around continue and return
3894 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3895 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3897 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3900 /* Always report dynamic locking. */
3901 if (usage & WINED3DUSAGE_DYNAMIC)
3902 usage_caps |= WINED3DUSAGE_DYNAMIC;
3904 if (usage & WINED3DUSAGE_RENDERTARGET)
3906 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3908 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3909 return WINED3DERR_NOTAVAILABLE;
3911 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3914 /* Always report software processing. */
3915 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3916 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3918 if (usage & WINED3DUSAGE_QUERY_FILTER)
3920 if (!CheckFilterCapability(adapter, format))
3922 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3923 return WINED3DERR_NOTAVAILABLE;
3925 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3928 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3930 if (!CheckBumpMapCapability(adapter, format))
3932 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3933 return WINED3DERR_NOTAVAILABLE;
3935 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3938 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3940 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3942 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3943 return WINED3DERR_NOTAVAILABLE;
3945 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3948 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3950 if (!CheckSrgbReadCapability(adapter, format))
3952 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3953 return WINED3DERR_NOTAVAILABLE;
3955 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3958 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3960 if (!CheckSrgbWriteCapability(adapter, format))
3962 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3963 return WINED3DERR_NOTAVAILABLE;
3965 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3968 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3970 if (!CheckVertexTextureCapability(adapter, format))
3972 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3973 return WINED3DERR_NOTAVAILABLE;
3975 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3978 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3980 if (!CheckWrapAndMipCapability(adapter, format))
3982 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3985 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3988 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3990 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3992 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3993 return WINED3DERR_NOTAVAILABLE;
3995 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3997 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3998 return WINED3DERR_NOTAVAILABLE;
4000 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4004 case WINED3DRTYPE_VOLUMETEXTURE:
4005 case WINED3DRTYPE_VOLUME:
4006 /* Volume is to VolumeTexture what Surface is to Texture, but its
4007 * usage caps are not documented. Most driver seem to offer
4008 * (nearly) the same on Volume and VolumeTexture, so do that too.
4010 * Volumetexture allows:
4011 * - D3DUSAGE_DYNAMIC
4012 * - D3DUSAGE_NONSECURE (d3d9ex)
4013 * - D3DUSAGE_SOFTWAREPROCESSING
4014 * - D3DUSAGE_QUERY_WRAPANDMIP
4016 if (surface_type != SURFACE_OPENGL)
4018 TRACE_(d3d_caps)("[FAILED]\n");
4019 return WINED3DERR_NOTAVAILABLE;
4022 if (!gl_info->supported[EXT_TEXTURE3D])
4024 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4025 return WINED3DERR_NOTAVAILABLE;
4028 if (!CheckTextureCapability(adapter, format))
4030 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4031 return WINED3DERR_NOTAVAILABLE;
4034 /* Filter formats that need conversion; For one part, this
4035 * conversion is unimplemented, and volume textures are huge, so
4036 * it would be a big performance hit. Unless we hit an application
4037 * needing one of those formats, don't advertize them to avoid
4038 * leading applications into temptation. The windows drivers don't
4039 * support most of those formats on volumes anyway, except for
4040 * WINED3DFMT_R32_FLOAT. */
4041 switch (check_format_id)
4043 case WINED3DFMT_P8_UINT:
4044 case WINED3DFMT_L4A4_UNORM:
4045 case WINED3DFMT_R32_FLOAT:
4046 case WINED3DFMT_R16_FLOAT:
4047 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4048 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4049 case WINED3DFMT_R16G16_UNORM:
4050 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4051 return WINED3DERR_NOTAVAILABLE;
4053 case WINED3DFMT_R8G8B8A8_SNORM:
4054 case WINED3DFMT_R16G16_SNORM:
4055 if (!gl_info->supported[NV_TEXTURE_SHADER])
4057 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4058 return WINED3DERR_NOTAVAILABLE;
4062 case WINED3DFMT_R8G8_SNORM:
4063 if (!gl_info->supported[NV_TEXTURE_SHADER])
4065 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4066 return WINED3DERR_NOTAVAILABLE;
4070 case WINED3DFMT_DXT1:
4071 case WINED3DFMT_DXT2:
4072 case WINED3DFMT_DXT3:
4073 case WINED3DFMT_DXT4:
4074 case WINED3DFMT_DXT5:
4075 /* The GL_EXT_texture_compression_s3tc spec requires that
4076 * loading an s3tc compressed texture results in an error.
4077 * While the D3D refrast does support s3tc volumes, at
4078 * least the nvidia windows driver does not, so we're free
4079 * not to support this format. */
4080 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4081 return WINED3DERR_NOTAVAILABLE;
4084 /* Do nothing, continue with checking the format below */
4088 /* Always report dynamic locking. */
4089 if (usage & WINED3DUSAGE_DYNAMIC)
4090 usage_caps |= WINED3DUSAGE_DYNAMIC;
4092 /* Always report software processing. */
4093 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4094 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4096 if (usage & WINED3DUSAGE_QUERY_FILTER)
4098 if (!CheckFilterCapability(adapter, format))
4100 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4101 return WINED3DERR_NOTAVAILABLE;
4103 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4106 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4108 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4110 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4111 return WINED3DERR_NOTAVAILABLE;
4113 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4116 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4118 if (!CheckSrgbReadCapability(adapter, format))
4120 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4121 return WINED3DERR_NOTAVAILABLE;
4123 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4126 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4128 if (!CheckSrgbWriteCapability(adapter, format))
4130 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4131 return WINED3DERR_NOTAVAILABLE;
4133 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4136 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4138 if (!CheckVertexTextureCapability(adapter, format))
4140 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4141 return WINED3DERR_NOTAVAILABLE;
4143 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4146 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4148 if (!CheckWrapAndMipCapability(adapter, format))
4150 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4151 return WINED3DERR_NOTAVAILABLE;
4153 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4158 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4159 return WINED3DERR_NOTAVAILABLE;
4162 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4163 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4164 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4165 if (usage_caps == usage)
4167 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4168 return WINED3DOK_NOAUTOGEN;
4170 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4171 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4173 return WINED3DERR_NOTAVAILABLE;
4176 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4177 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4179 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4180 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4181 debug_d3dformat(dst_format));
4186 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4187 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4192 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4193 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4194 debug_d3dformat(backbuffer_format), windowed);
4196 if (adapter_idx >= wined3d->adapter_count)
4197 return WINED3DERR_INVALIDCALL;
4199 /* The task of this function is to check whether a certain display / backbuffer format
4200 * combination is available on the given adapter. In fullscreen mode microsoft specified
4201 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4202 * and display format should match exactly.
4203 * In windowed mode format conversion can occur and this depends on the driver. When format
4204 * conversion is done, this function should nevertheless fail and applications need to use
4205 * CheckDeviceFormatConversion.
4206 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4208 /* There are only 4 display formats. */
4209 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4210 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4211 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4212 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4214 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4215 return WINED3DERR_NOTAVAILABLE;
4218 /* If the requested display format is not available, don't continue. */
4219 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4222 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4223 return WINED3DERR_NOTAVAILABLE;
4226 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4227 * it means 'reuse' the display format for the backbuffer. */
4228 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4230 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4231 return WINED3DERR_NOTAVAILABLE;
4234 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4235 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4236 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4238 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4239 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4240 return WINED3DERR_NOTAVAILABLE;
4243 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4244 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4245 * WINED3DFMT_B5G5R5A1_UNORM. */
4246 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4247 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4249 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4250 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4251 return WINED3DERR_NOTAVAILABLE;
4254 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4255 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4256 * WINED3DFMT_B8G8R8A8_UNORM. */
4257 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4258 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4260 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4261 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4262 return WINED3DERR_NOTAVAILABLE;
4265 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4266 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4267 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4268 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4270 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4271 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4272 return WINED3DERR_NOTAVAILABLE;
4275 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4276 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4277 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4279 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4280 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4285 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4286 subset of a D3DCAPS9 structure. However, it has to come via a void *
4287 as the d3d8 interface cannot import the d3d9 header */
4288 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4289 WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4291 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4292 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4293 int vs_selected_mode;
4294 int ps_selected_mode;
4295 struct shader_caps shader_caps;
4296 struct fragment_caps fragment_caps;
4297 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4299 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4300 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4302 if (adapter_idx >= wined3d->adapter_count)
4303 return WINED3DERR_INVALIDCALL;
4305 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4307 /* ------------------------------------------------
4308 The following fields apply to both d3d8 and d3d9
4309 ------------------------------------------------ */
4310 /* Not quite true, but use h/w supported by opengl I suppose */
4311 caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4312 caps->AdapterOrdinal = adapter_idx;
4315 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4316 WINED3DCAPS2_FULLSCREENGAMMA |
4317 WINED3DCAPS2_DYNAMICTEXTURES;
4318 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4319 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4321 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4322 WINED3DCAPS3_COPY_TO_VIDMEM |
4323 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4325 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4326 WINED3DPRESENT_INTERVAL_ONE;
4328 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4329 WINED3DCURSORCAPS_LOWRES;
4331 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4332 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4333 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4334 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4335 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4336 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4337 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4338 WINED3DDEVCAPS_PUREDEVICE |
4339 WINED3DDEVCAPS_HWRASTERIZATION |
4340 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4341 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4342 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4343 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4344 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4345 WINED3DDEVCAPS_RTPATCHES;
4347 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4348 WINED3DPMISCCAPS_CULLCCW |
4349 WINED3DPMISCCAPS_CULLCW |
4350 WINED3DPMISCCAPS_COLORWRITEENABLE |
4351 WINED3DPMISCCAPS_CLIPTLVERTS |
4352 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4353 WINED3DPMISCCAPS_MASKZ |
4354 WINED3DPMISCCAPS_BLENDOP |
4355 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4357 WINED3DPMISCCAPS_NULLREFERENCE
4358 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4359 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4360 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4362 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4363 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4364 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4365 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4367 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4368 WINED3DPRASTERCAPS_PAT |
4369 WINED3DPRASTERCAPS_WFOG |
4370 WINED3DPRASTERCAPS_ZFOG |
4371 WINED3DPRASTERCAPS_FOGVERTEX |
4372 WINED3DPRASTERCAPS_FOGTABLE |
4373 WINED3DPRASTERCAPS_STIPPLE |
4374 WINED3DPRASTERCAPS_SUBPIXEL |
4375 WINED3DPRASTERCAPS_ZTEST |
4376 WINED3DPRASTERCAPS_SCISSORTEST |
4377 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4378 WINED3DPRASTERCAPS_DEPTHBIAS;
4380 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4382 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4383 WINED3DPRASTERCAPS_ZBIAS |
4384 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4386 if (gl_info->supported[NV_FOG_DISTANCE])
4388 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4391 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4392 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4393 WINED3DPRASTERCAPS_ANTIALIASEDGES
4394 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4395 WINED3DPRASTERCAPS_WBUFFER */
4397 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4398 WINED3DPCMPCAPS_EQUAL |
4399 WINED3DPCMPCAPS_GREATER |
4400 WINED3DPCMPCAPS_GREATEREQUAL |
4401 WINED3DPCMPCAPS_LESS |
4402 WINED3DPCMPCAPS_LESSEQUAL |
4403 WINED3DPCMPCAPS_NEVER |
4404 WINED3DPCMPCAPS_NOTEQUAL;
4406 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4407 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4408 WINED3DPBLENDCAPS_DESTALPHA |
4409 WINED3DPBLENDCAPS_DESTCOLOR |
4410 WINED3DPBLENDCAPS_INVDESTALPHA |
4411 WINED3DPBLENDCAPS_INVDESTCOLOR |
4412 WINED3DPBLENDCAPS_INVSRCALPHA |
4413 WINED3DPBLENDCAPS_INVSRCCOLOR |
4414 WINED3DPBLENDCAPS_ONE |
4415 WINED3DPBLENDCAPS_SRCALPHA |
4416 WINED3DPBLENDCAPS_SRCALPHASAT |
4417 WINED3DPBLENDCAPS_SRCCOLOR |
4418 WINED3DPBLENDCAPS_ZERO;
4420 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4421 WINED3DPBLENDCAPS_DESTCOLOR |
4422 WINED3DPBLENDCAPS_INVDESTALPHA |
4423 WINED3DPBLENDCAPS_INVDESTCOLOR |
4424 WINED3DPBLENDCAPS_INVSRCALPHA |
4425 WINED3DPBLENDCAPS_INVSRCCOLOR |
4426 WINED3DPBLENDCAPS_ONE |
4427 WINED3DPBLENDCAPS_SRCALPHA |
4428 WINED3DPBLENDCAPS_SRCCOLOR |
4429 WINED3DPBLENDCAPS_ZERO;
4430 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4431 * according to the glBlendFunc manpage
4433 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4434 * legacy settings for srcblend only
4437 if (gl_info->supported[EXT_BLEND_COLOR])
4439 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4440 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4444 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4445 WINED3DPCMPCAPS_EQUAL |
4446 WINED3DPCMPCAPS_GREATER |
4447 WINED3DPCMPCAPS_GREATEREQUAL |
4448 WINED3DPCMPCAPS_LESS |
4449 WINED3DPCMPCAPS_LESSEQUAL |
4450 WINED3DPCMPCAPS_NEVER |
4451 WINED3DPCMPCAPS_NOTEQUAL;
4453 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4454 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4455 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4456 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4457 WINED3DPSHADECAPS_COLORFLATRGB |
4458 WINED3DPSHADECAPS_FOGFLAT |
4459 WINED3DPSHADECAPS_FOGGOURAUD |
4460 WINED3DPSHADECAPS_SPECULARFLATRGB;
4462 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4463 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4464 WINED3DPTEXTURECAPS_TRANSPARENCY |
4465 WINED3DPTEXTURECAPS_BORDER |
4466 WINED3DPTEXTURECAPS_MIPMAP |
4467 WINED3DPTEXTURECAPS_PROJECTED |
4468 WINED3DPTEXTURECAPS_PERSPECTIVE;
4470 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4472 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4473 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4476 if (gl_info->supported[EXT_TEXTURE3D])
4478 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4479 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4480 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4482 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4486 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4488 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4489 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4490 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4492 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4496 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4497 WINED3DPTFILTERCAPS_MAGFPOINT |
4498 WINED3DPTFILTERCAPS_MINFLINEAR |
4499 WINED3DPTFILTERCAPS_MINFPOINT |
4500 WINED3DPTFILTERCAPS_MIPFLINEAR |
4501 WINED3DPTFILTERCAPS_MIPFPOINT |
4502 WINED3DPTFILTERCAPS_LINEAR |
4503 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4504 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4505 WINED3DPTFILTERCAPS_MIPLINEAR |
4506 WINED3DPTFILTERCAPS_MIPNEAREST |
4507 WINED3DPTFILTERCAPS_NEAREST;
4509 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4511 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4512 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4515 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4517 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4518 WINED3DPTFILTERCAPS_MAGFPOINT |
4519 WINED3DPTFILTERCAPS_MINFLINEAR |
4520 WINED3DPTFILTERCAPS_MINFPOINT |
4521 WINED3DPTFILTERCAPS_MIPFLINEAR |
4522 WINED3DPTFILTERCAPS_MIPFPOINT |
4523 WINED3DPTFILTERCAPS_LINEAR |
4524 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4525 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4526 WINED3DPTFILTERCAPS_MIPLINEAR |
4527 WINED3DPTFILTERCAPS_MIPNEAREST |
4528 WINED3DPTFILTERCAPS_NEAREST;
4530 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4532 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4533 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4538 caps->CubeTextureFilterCaps = 0;
4541 if (gl_info->supported[EXT_TEXTURE3D])
4543 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4544 WINED3DPTFILTERCAPS_MAGFPOINT |
4545 WINED3DPTFILTERCAPS_MINFLINEAR |
4546 WINED3DPTFILTERCAPS_MINFPOINT |
4547 WINED3DPTFILTERCAPS_MIPFLINEAR |
4548 WINED3DPTFILTERCAPS_MIPFPOINT |
4549 WINED3DPTFILTERCAPS_LINEAR |
4550 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4551 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4552 WINED3DPTFILTERCAPS_MIPLINEAR |
4553 WINED3DPTFILTERCAPS_MIPNEAREST |
4554 WINED3DPTFILTERCAPS_NEAREST;
4558 caps->VolumeTextureFilterCaps = 0;
4561 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4562 WINED3DPTADDRESSCAPS_CLAMP |
4563 WINED3DPTADDRESSCAPS_WRAP;
4565 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4567 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4569 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4571 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4573 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4575 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4578 if (gl_info->supported[EXT_TEXTURE3D])
4580 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4581 WINED3DPTADDRESSCAPS_CLAMP |
4582 WINED3DPTADDRESSCAPS_WRAP;
4583 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4585 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4587 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4589 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4591 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4593 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4598 caps->VolumeTextureAddressCaps = 0;
4601 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4602 WINED3DLINECAPS_ZTEST |
4603 WINED3DLINECAPS_BLEND |
4604 WINED3DLINECAPS_ALPHACMP |
4605 WINED3DLINECAPS_FOG;
4606 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4607 * idea how generating the smoothing alpha values works; the result is different
4610 caps->MaxTextureWidth = gl_info->limits.texture_size;
4611 caps->MaxTextureHeight = gl_info->limits.texture_size;
4613 if (gl_info->supported[EXT_TEXTURE3D])
4614 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4616 caps->MaxVolumeExtent = 0;
4618 caps->MaxTextureRepeat = 32768;
4619 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4620 caps->MaxVertexW = 1.0f;
4622 caps->GuardBandLeft = 0.0f;
4623 caps->GuardBandTop = 0.0f;
4624 caps->GuardBandRight = 0.0f;
4625 caps->GuardBandBottom = 0.0f;
4627 caps->ExtentsAdjust = 0.0f;
4629 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4630 WINED3DSTENCILCAPS_INCRSAT |
4631 WINED3DSTENCILCAPS_INVERT |
4632 WINED3DSTENCILCAPS_KEEP |
4633 WINED3DSTENCILCAPS_REPLACE |
4634 WINED3DSTENCILCAPS_ZERO;
4635 if (gl_info->supported[EXT_STENCIL_WRAP])
4637 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4638 WINED3DSTENCILCAPS_INCR;
4640 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4642 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4645 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4647 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4648 caps->MaxActiveLights = gl_info->limits.lights;
4650 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4651 caps->MaxVertexBlendMatrixIndex = 0;
4653 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4654 caps->MaxPointSize = gl_info->limits.pointsize_max;
4657 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4658 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4659 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4660 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4661 WINED3DVTXPCAPS_LOCALVIEWER |
4662 WINED3DVTXPCAPS_VERTEXFOG |
4663 WINED3DVTXPCAPS_TEXGEN;
4665 caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4666 caps->MaxVertexIndex = 0xFFFFF;
4667 caps->MaxStreams = MAX_STREAMS;
4668 caps->MaxStreamStride = 1024;
4670 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4671 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4672 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4673 caps->MaxNpatchTessellationLevel = 0;
4674 caps->MasterAdapterOrdinal = 0;
4675 caps->AdapterOrdinalInGroup = 0;
4676 caps->NumberOfAdaptersInGroup = 1;
4678 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4680 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4681 WINED3DPTFILTERCAPS_MAGFPOINT |
4682 WINED3DPTFILTERCAPS_MINFLINEAR |
4683 WINED3DPTFILTERCAPS_MAGFLINEAR;
4684 caps->VertexTextureFilterCaps = 0;
4686 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4687 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4689 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4690 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4692 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4693 * Ignore shader model capabilities if disabled in config
4695 if (vs_selected_mode == SHADER_NONE)
4697 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4698 caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4699 caps->MaxVertexShaderConst = 0;
4703 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4704 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4707 if (ps_selected_mode == SHADER_NONE)
4709 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4710 caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4711 caps->PixelShader1xMaxValue = 0.0f;
4713 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4714 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4717 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4718 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4719 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4721 /* The following caps are shader specific, but they are things we cannot detect, or which
4722 * are the same among all shader models. So to avoid code duplication set the shader version
4723 * specific, but otherwise constant caps here
4725 if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4727 /* Where possible set the caps based on OpenGL extensions and if they
4728 * aren't set (in case of software rendering) use the VS 3.0 from
4729 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4731 caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4732 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4733 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4734 caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4735 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4736 caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4738 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4739 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4741 else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4743 caps->VS20Caps.Caps = 0;
4744 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4745 caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4746 caps->VS20Caps.StaticFlowControlDepth = 1;
4748 caps->MaxVShaderInstructionsExecuted = 65535;
4749 caps->MaxVertexShader30InstructionSlots = 0;
4753 caps->VS20Caps.Caps = 0;
4754 caps->VS20Caps.DynamicFlowControlDepth = 0;
4755 caps->VS20Caps.NumTemps = 0;
4756 caps->VS20Caps.StaticFlowControlDepth = 0;
4758 caps->MaxVShaderInstructionsExecuted = 0;
4759 caps->MaxVertexShader30InstructionSlots = 0;
4762 if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4764 /* Where possible set the caps based on OpenGL extensions and if they
4765 * aren't set (in case of software rendering) use the PS 3.0 from
4766 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4769 /* Caps is more or less undocumented on MSDN but it appears to be
4770 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4771 * cards from Windows */
4772 caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4773 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4774 WINED3DPS20CAPS_PREDICATION |
4775 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4776 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4777 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4778 caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4779 caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4780 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4781 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4782 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4783 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4785 caps->MaxPShaderInstructionsExecuted = 65535;
4786 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4787 adapter->gl_info.limits.arb_ps_instructions);
4789 else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4791 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4792 caps->PS20Caps.Caps = 0;
4793 caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4794 caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4795 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4796 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4797 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4799 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4800 caps->MaxPixelShader30InstructionSlots = 0;
4804 caps->PS20Caps.Caps = 0;
4805 caps->PS20Caps.DynamicFlowControlDepth = 0;
4806 caps->PS20Caps.NumTemps = 0;
4807 caps->PS20Caps.StaticFlowControlDepth = 0;
4808 caps->PS20Caps.NumInstructionSlots = 0;
4810 caps->MaxPShaderInstructionsExecuted = 0;
4811 caps->MaxPixelShader30InstructionSlots = 0;
4814 if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4816 /* OpenGL supports all the formats below, perhaps not always
4817 * without conversion, but it supports them.
4818 * Further GLSL doesn't seem to have an official unsigned type so
4819 * don't advertise it yet as I'm not sure how we handle it.
4820 * We might need to add some clamping in the shader engine to
4822 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4823 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4824 WINED3DDTCAPS_UBYTE4N |
4825 WINED3DDTCAPS_SHORT2N |
4826 WINED3DDTCAPS_SHORT4N;
4827 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4829 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4830 WINED3DDTCAPS_FLOAT16_4;
4835 caps->DeclTypes = 0;
4838 /* Set DirectDraw helper Caps */
4839 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4840 WINEDDCKEYCAPS_SRCBLT;
4841 fx_caps = WINEDDFXCAPS_BLTALPHA |
4842 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4843 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4844 WINEDDFXCAPS_BLTROTATION90 |
4845 WINEDDFXCAPS_BLTSHRINKX |
4846 WINEDDFXCAPS_BLTSHRINKXN |
4847 WINEDDFXCAPS_BLTSHRINKY |
4848 WINEDDFXCAPS_BLTSHRINKXN |
4849 WINEDDFXCAPS_BLTSTRETCHX |
4850 WINEDDFXCAPS_BLTSTRETCHXN |
4851 WINEDDFXCAPS_BLTSTRETCHY |
4852 WINEDDFXCAPS_BLTSTRETCHYN;
4853 blit_caps = WINEDDCAPS_BLT |
4854 WINEDDCAPS_BLTCOLORFILL |
4855 WINEDDCAPS_BLTDEPTHFILL |
4856 WINEDDCAPS_BLTSTRETCH |
4857 WINEDDCAPS_CANBLTSYSMEM |
4858 WINEDDCAPS_CANCLIP |
4859 WINEDDCAPS_CANCLIPSTRETCHED |
4860 WINEDDCAPS_COLORKEY |
4861 WINEDDCAPS_COLORKEYHWASSIST |
4862 WINEDDCAPS_ALIGNBOUNDARYSRC;
4863 pal_caps = WINEDDPCAPS_8BIT |
4864 WINEDDPCAPS_PRIMARYSURFACE;
4866 /* Fill the ddraw caps structure */
4867 caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4868 WINEDDCAPS_PALETTE |
4870 caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4871 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4872 WINEDDCAPS2_PRIMARYGAMMA |
4873 WINEDDCAPS2_WIDESURFACES |
4874 WINEDDCAPS2_CANRENDERWINDOWED;
4875 caps->DirectDrawCaps.CKeyCaps = ckey_caps;
4876 caps->DirectDrawCaps.FXCaps = fx_caps;
4877 caps->DirectDrawCaps.PalCaps = pal_caps;
4878 caps->DirectDrawCaps.SVBCaps = blit_caps;
4879 caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4880 caps->DirectDrawCaps.SVBFXCaps = fx_caps;
4881 caps->DirectDrawCaps.VSBCaps = blit_caps;
4882 caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4883 caps->DirectDrawCaps.VSBFXCaps = fx_caps;
4884 caps->DirectDrawCaps.SSBCaps = blit_caps;
4885 caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4886 caps->DirectDrawCaps.SSBFXCaps = fx_caps;
4888 caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4889 WINEDDSCAPS_BACKBUFFER |
4891 WINEDDSCAPS_FRONTBUFFER |
4892 WINEDDSCAPS_OFFSCREENPLAIN |
4893 WINEDDSCAPS_PALETTE |
4894 WINEDDSCAPS_PRIMARYSURFACE |
4895 WINEDDSCAPS_SYSTEMMEMORY |
4896 WINEDDSCAPS_VIDEOMEMORY |
4897 WINEDDSCAPS_VISIBLE;
4898 caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4900 /* Set D3D caps if OpenGL is available. */
4901 if (adapter->opengl)
4903 caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
4904 WINEDDSCAPS_MIPMAP |
4905 WINEDDSCAPS_TEXTURE |
4906 WINEDDSCAPS_ZBUFFER;
4907 caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4913 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4914 HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4915 struct wined3d_device **device)
4917 struct wined3d_device *object;
4920 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4921 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4923 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4924 * number and create a device without a 3D adapter for 2D only operation. */
4925 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4926 return WINED3DERR_INVALIDCALL;
4928 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4931 ERR("Failed to allocate device memory.\n");
4932 return E_OUTOFMEMORY;
4935 hr = device_init(object, wined3d, adapter_idx, device_type,
4936 focus_window, flags, surface_alignment, device_parent);
4939 WARN("Failed to initialize device, hr %#x.\n", hr);
4940 HeapFree(GetProcessHeap(), 0, object);
4944 TRACE("Created device %p.\n", object);
4947 device_parent->ops->wined3d_device_created(device_parent, *device);
4952 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4954 TRACE("wined3d %p.\n", wined3d);
4956 return wined3d->parent;
4959 static void WINE_GLAPI invalid_func(const void *data)
4961 ERR("Invalid vertex attribute function called\n");
4965 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4967 ERR("Invalid texcoord function called\n");
4971 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4972 * the extension detection and are used in drawStridedSlow
4974 static void WINE_GLAPI position_d3dcolor(const void *data)
4976 DWORD pos = *((const DWORD *)data);
4978 FIXME("Add a test for fixed function position from d3dcolor type\n");
4979 glVertex4s(D3DCOLOR_B_R(pos),
4985 static void WINE_GLAPI position_float4(const void *data)
4987 const GLfloat *pos = data;
4989 if (pos[3] != 0.0f && pos[3] != 1.0f)
4991 float w = 1.0f / pos[3];
4993 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5001 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5003 DWORD diffuseColor = *((const DWORD *)data);
5005 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5006 D3DCOLOR_B_G(diffuseColor),
5007 D3DCOLOR_B_B(diffuseColor),
5008 D3DCOLOR_B_A(diffuseColor));
5011 static void WINE_GLAPI specular_d3dcolor(const void *data)
5013 DWORD specularColor = *((const DWORD *)data);
5014 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5015 D3DCOLOR_B_G(specularColor),
5016 D3DCOLOR_B_B(specularColor)};
5018 specular_func_3ubv(d);
5021 static void WINE_GLAPI warn_no_specular_func(const void *data)
5023 WARN("GL_EXT_secondary_color not supported\n");
5026 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5028 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5029 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5030 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5031 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5032 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5033 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5034 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5035 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5036 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5037 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5038 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5039 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5040 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5041 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5042 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5043 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5044 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5046 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5047 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5048 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5049 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5050 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5051 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5052 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5053 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5054 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5055 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5056 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5057 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5058 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5059 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5060 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5061 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5062 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5064 /* No 4 component entry points here */
5065 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5066 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5067 if (gl_info->supported[EXT_SECONDARY_COLOR])
5069 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5073 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5075 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5076 if (gl_info->supported[EXT_SECONDARY_COLOR])
5078 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5079 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5083 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5085 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5086 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5087 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5089 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5090 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5091 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5092 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5093 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5094 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5095 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5096 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5098 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5099 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5101 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5102 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5103 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5104 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5105 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5106 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5107 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5108 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5109 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5110 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5111 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5112 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5113 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5114 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5115 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5116 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5117 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5119 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5124 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5125 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5126 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5129 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5130 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5131 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5132 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5133 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5134 if (gl_info->supported[NV_HALF_FLOAT])
5136 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5137 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5138 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5140 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5141 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5145 /* Do not call while under the GL lock. */
5146 static BOOL InitAdapters(struct wined3d *wined3d)
5148 static HMODULE mod_gl;
5150 int ps_selected_mode, vs_selected_mode;
5152 /* No need to hold any lock. The calling library makes sure only one thread calls
5153 * wined3d simultaneously
5156 TRACE("Initializing adapters\n");
5159 #ifdef USE_WIN32_OPENGL
5160 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5161 mod_gl = LoadLibraryA("opengl32.dll");
5163 ERR("Can't load opengl32.dll!\n");
5167 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5168 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5169 mod_gl = GetModuleHandleA("gdi32.dll");
5173 /* Load WGL core functions from opengl32.dll */
5174 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5178 if(!pwglGetProcAddress) {
5179 ERR("Unable to load wglGetProcAddress!\n");
5183 /* Dynamically load all GL core functions */
5187 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5188 * otherwise because we have to use winex11.drv's override
5190 #ifdef USE_WIN32_OPENGL
5191 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5192 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5194 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5195 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5198 glEnableWINE = glEnable;
5199 glDisableWINE = glDisable;
5201 /* For now only one default adapter */
5203 struct wined3d_adapter *adapter = &wined3d->adapters[0];
5204 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5205 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5206 struct wined3d_pixel_format *cfgs;
5210 DISPLAY_DEVICEW DisplayDevice;
5213 TRACE("Initializing default adapter\n");
5214 adapter->ordinal = 0;
5215 adapter->monitorPoint.x = -1;
5216 adapter->monitorPoint.y = -1;
5218 if (!AllocateLocallyUniqueId(&adapter->luid))
5220 DWORD err = GetLastError();
5221 ERR("Failed to set adapter LUID (%#x).\n", err);
5224 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5225 adapter->luid.HighPart, adapter->luid.LowPart);
5227 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5229 ERR("Failed to get a gl context for default adapter\n");
5233 ret = wined3d_adapter_init_gl_caps(adapter);
5235 ERR("Failed to initialize gl caps for default adapter\n");
5236 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5239 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5241 ERR("Failed to init gl formats\n");
5242 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5246 hdc = fake_gl_ctx.dc;
5248 adapter->TextureRam = adapter->driver_info.vidmem;
5249 adapter->UsedTextureRam = 0;
5250 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5252 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5253 DisplayDevice.cb = sizeof(DisplayDevice);
5254 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5255 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5256 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5258 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5265 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5266 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5268 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5269 cfgs = adapter->cfgs;
5270 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5271 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5272 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5273 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5274 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5275 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5276 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5277 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5278 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5279 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5280 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5282 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5284 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5289 /* Cache the pixel format */
5290 cfgs->iPixelFormat = iPixelFormat;
5291 cfgs->redSize = values[0];
5292 cfgs->greenSize = values[1];
5293 cfgs->blueSize = values[2];
5294 cfgs->alphaSize = values[3];
5295 cfgs->colorSize = values[4];
5296 cfgs->depthSize = values[5];
5297 cfgs->stencilSize = values[6];
5298 cfgs->windowDrawable = values[7];
5299 cfgs->iPixelType = values[8];
5300 cfgs->doubleBuffer = values[9];
5301 cfgs->auxBuffers = values[10];
5303 cfgs->numSamples = 0;
5304 /* Check multisample support */
5305 if (gl_info->supported[ARB_MULTISAMPLE])
5307 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5309 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5310 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5311 * value[1] = number of multi sample buffers*/
5313 cfgs->numSamples = value[1];
5317 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5318 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5319 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5320 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5321 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5327 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5328 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5329 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5331 cfgs = adapter->cfgs;
5332 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5334 PIXELFORMATDESCRIPTOR ppfd;
5336 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5340 /* We only want HW acceleration using an OpenGL ICD driver.
5341 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5342 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5344 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5346 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5350 cfgs->iPixelFormat = iPixelFormat;
5351 cfgs->redSize = ppfd.cRedBits;
5352 cfgs->greenSize = ppfd.cGreenBits;
5353 cfgs->blueSize = ppfd.cBlueBits;
5354 cfgs->alphaSize = ppfd.cAlphaBits;
5355 cfgs->colorSize = ppfd.cColorBits;
5356 cfgs->depthSize = ppfd.cDepthBits;
5357 cfgs->stencilSize = ppfd.cStencilBits;
5358 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5359 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5360 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5361 cfgs->auxBuffers = ppfd.cAuxBuffers;
5362 cfgs->numSamples = 0;
5364 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5365 "depth=%d, stencil=%d, windowDrawable=%d\n",
5366 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5367 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5368 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5373 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5376 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5378 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5379 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5384 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5385 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5386 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5387 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5388 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5389 * driver is allowed to consume more bits EXCEPT for stencil bits.
5391 * Mark an adapter with this broken stencil behavior.
5393 adapter->brokenStencil = TRUE;
5394 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5396 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5397 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5398 adapter->brokenStencil = FALSE;
5403 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5405 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5406 fillGLAttribFuncs(&adapter->gl_info);
5407 adapter->opengl = TRUE;
5409 wined3d->adapter_count = 1;
5410 TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5415 /* Initialize an adapter for ddraw-only memory counting */
5416 memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5417 wined3d->adapters[0].ordinal = 0;
5418 wined3d->adapters[0].opengl = FALSE;
5419 wined3d->adapters[0].monitorPoint.x = -1;
5420 wined3d->adapters[0].monitorPoint.y = -1;
5422 wined3d->adapters[0].driver_info.name = "Display";
5423 wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5424 if (wined3d_settings.emulated_textureram)
5425 wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5427 wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5429 initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5431 wined3d->adapter_count = 1;
5435 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5437 const struct wined3d_parent_ops wined3d_null_parent_ops =
5439 wined3d_null_wined3d_object_destroyed,
5442 /* Do not call while under the GL lock. */
5443 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5445 wined3d->dxVersion = version;
5447 wined3d->parent = parent;
5448 wined3d->flags = flags;
5450 if (!InitAdapters(wined3d))
5452 WARN("Failed to initialize adapters.\n");
5455 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);