2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(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 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the maximum Direct3D version the driver supports.
967 * y -> d3d version mapping:
976 * "z" is the subversion number.
978 * "w" is the vendor specific driver build number.
981 struct driver_version_information
983 enum wined3d_display_driver driver;
984 enum wined3d_driver_model driver_model;
985 const char *driver_name; /* name of Windows driver */
986 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
987 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
995 * - Radeon HD2x00 (R600) and up supported by current drivers.
996 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7) */
997 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
998 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1001 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1002 * - GeforceFX support is up to 173.x on <= XP
1003 * - Geforce2MX/3/4 up to 96.x on <= XP
1004 * - TNT/Geforce1/2 up to 71.x on <= XP
1005 * All version numbers used below are from the Linux nvidia drivers. */
1006 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1007 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1008 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1009 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1012 struct gpu_description
1014 WORD vendor; /* reported PCI card vendor ID */
1015 WORD card; /* reported PCI card device ID */
1016 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1017 enum wined3d_display_driver driver;
1020 static const struct gpu_description gpu_description_table[] =
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6 },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6 },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6 },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6 },
1063 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, },
1064 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, },
1065 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, },
1066 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, },
1067 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, },
1068 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, },
1069 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, },
1070 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, },
1071 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, },
1072 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, },
1073 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, },
1074 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, }
1076 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1079 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1080 enum wined3d_driver_model driver_model)
1084 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1085 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1087 const struct driver_version_information *entry = &driver_version_table[i];
1089 if (entry->driver == driver && entry->driver_model == driver_model)
1091 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1092 entry->driver_name, entry->version, entry->subversion, entry->build);
1100 static void init_driver_info(struct wined3d_driver_info *driver_info,
1101 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1103 OSVERSIONINFOW os_version;
1104 WORD driver_os_version;
1106 enum wined3d_display_driver driver = DRIVER_NVIDIA_TNT;
1107 enum wined3d_driver_model driver_model;
1108 const struct driver_version_information *version_info;
1110 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1112 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1113 vendor = wined3d_settings.pci_vendor_id;
1115 driver_info->vendor = vendor;
1117 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1119 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1120 device = wined3d_settings.pci_device_id;
1122 driver_info->device = device;
1124 memset(&os_version, 0, sizeof(os_version));
1125 os_version.dwOSVersionInfoSize = sizeof(os_version);
1126 if (!GetVersionExW(&os_version))
1128 ERR("Failed to get OS version, reporting 2000/XP.\n");
1129 driver_os_version = 6;
1130 driver_model = DRIVER_MODEL_NT5X;
1134 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1135 switch (os_version.dwMajorVersion)
1138 /* If needed we could distinguish between 9x and NT4, but this code won't make
1139 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1141 driver_os_version = 4;
1142 driver_model = DRIVER_MODEL_WIN9X;
1146 driver_os_version = 6;
1147 driver_model = DRIVER_MODEL_NT5X;
1151 if (os_version.dwMinorVersion == 0)
1153 driver_os_version = 7;
1154 driver_model = DRIVER_MODEL_NT6X;
1158 if (os_version.dwMinorVersion > 1)
1160 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1161 os_version.dwMajorVersion, os_version.dwMinorVersion);
1163 driver_os_version = 8;
1164 driver_model = DRIVER_MODEL_NT6X;
1169 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1170 os_version.dwMajorVersion, os_version.dwMinorVersion);
1171 driver_os_version = 6;
1172 driver_model = DRIVER_MODEL_NT5X;
1177 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1178 * This means that unless the ids are overriden, we will always find a GPU description. */
1179 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1181 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1183 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1185 driver_info->description = gpu_description_table[i].description;
1186 driver = gpu_description_table[i].driver;
1191 /* Try to obtain driver version information for the current Windows version. This fails in
1193 * - the gpu is not available on the currently selected OS version:
1194 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1195 * version information for the current Windows version is returned instead of faked info.
1196 * We do the same and assume the default Windows version to emulate is WinXP.
1198 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1199 * For now return the XP driver info. Perhaps later on we should return VESA.
1201 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1202 * This could be an indication that our database is not up to date, so this should be fixed.
1204 version_info = get_driver_version_info(driver, driver_model);
1207 driver_info->name = version_info->driver_name;
1208 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1209 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1213 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1216 driver_info->name = version_info->driver_name;
1217 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1218 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1222 driver_info->description = "Direct3D HAL";
1223 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1224 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1226 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1227 vendor, device, driver_model);
1231 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1232 driver_info->version_high, driver_info->version_low);
1235 /* Context activation is done by the caller. */
1236 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1237 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1241 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1243 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1244 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1245 quirk_table[i].apply(gl_info);
1248 /* Find out if PBOs work as they are supposed to. */
1249 test_pbo_functionality(gl_info);
1252 static DWORD wined3d_parse_gl_version(const char *gl_version)
1254 const char *ptr = gl_version;
1258 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1260 while (isdigit(*ptr)) ++ptr;
1261 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1265 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1267 return MAKEDWORD_VERSION(major, minor);
1270 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1273 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1274 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1275 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1277 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1278 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1279 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1280 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1281 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1282 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1283 * DirectDraw, not OpenGL. */
1284 if (gl_info->supported[APPLE_FENCE]
1285 && gl_info->supported[APPLE_CLIENT_STORAGE]
1286 && gl_info->supported[APPLE_FLUSH_RENDER]
1287 && gl_info->supported[APPLE_YCBCR_422])
1288 return GL_VENDOR_APPLE;
1290 if (strstr(gl_vendor_string, "NVIDIA"))
1291 return GL_VENDOR_NVIDIA;
1293 if (strstr(gl_vendor_string, "ATI"))
1294 return GL_VENDOR_FGLRX;
1296 if (strstr(gl_vendor_string, "Intel(R)")
1297 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1298 || strstr(gl_renderer, "Intel")
1299 || strstr(gl_vendor_string, "Intel Inc."))
1300 return GL_VENDOR_INTEL;
1302 if (strstr(gl_vendor_string, "Mesa")
1303 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1304 || strstr(gl_vendor_string, "DRI R300 Project")
1305 || strstr(gl_vendor_string, "X.Org R300 Project")
1306 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1307 || strstr(gl_vendor_string, "VMware, Inc.")
1308 || strstr(gl_renderer, "Mesa")
1309 || strstr(gl_renderer, "Gallium"))
1310 return GL_VENDOR_MESA;
1312 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1313 debugstr_a(gl_vendor_string));
1315 return GL_VENDOR_UNKNOWN;
1318 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1320 if (strstr(gl_vendor_string, "NVIDIA"))
1321 return HW_VENDOR_NVIDIA;
1323 if (strstr(gl_vendor_string, "ATI")
1324 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1325 || strstr(gl_vendor_string, "X.Org R300 Project")
1326 || strstr(gl_renderer, "R100")
1327 || strstr(gl_renderer, "R200")
1328 || strstr(gl_renderer, "R300")
1329 || strstr(gl_renderer, "R600")
1330 || strstr(gl_renderer, "R700"))
1331 return HW_VENDOR_ATI;
1333 if (strstr(gl_vendor_string, "Intel(R)")
1334 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1335 || strstr(gl_renderer, "Intel")
1336 || strstr(gl_vendor_string, "Intel Inc."))
1337 return HW_VENDOR_INTEL;
1339 if (strstr(gl_vendor_string, "Mesa")
1340 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1341 || strstr(gl_vendor_string, "VMware, Inc."))
1342 return HW_VENDOR_SOFTWARE;
1344 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1346 return HW_VENDOR_NVIDIA;
1351 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1352 const char *gl_renderer, unsigned int *vidmem)
1354 if (WINE_D3D10_CAPABLE(gl_info))
1356 /* Geforce 400 - highend */
1357 if (strstr(gl_renderer, "GTX 480"))
1360 return CARD_NVIDIA_GEFORCE_GTX480;
1363 /* Geforce 400 - midend high */
1364 if (strstr(gl_renderer, "GTX 470"))
1367 return CARD_NVIDIA_GEFORCE_GTX470;
1370 /* Geforce 300 highend mobile */
1371 if (strstr(gl_renderer, "GTS 350M")
1372 || strstr(gl_renderer, "GTS 360M"))
1375 return CARD_NVIDIA_GEFORCE_GTS350M;
1378 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1379 if (strstr(gl_renderer, "GT 325M")
1380 || strstr(gl_renderer, "GT 330M"))
1383 return CARD_NVIDIA_GEFORCE_GT325M;
1386 /* Geforce 200 - highend */
1387 if (strstr(gl_renderer, "GTX 280")
1388 || strstr(gl_renderer, "GTX 285")
1389 || strstr(gl_renderer, "GTX 295"))
1392 return CARD_NVIDIA_GEFORCE_GTX280;
1395 /* Geforce 200 - midend high */
1396 if (strstr(gl_renderer, "GTX 275"))
1399 return CARD_NVIDIA_GEFORCE_GTX275;
1402 /* Geforce 200 - midend */
1403 if (strstr(gl_renderer, "GTX 260"))
1406 return CARD_NVIDIA_GEFORCE_GTX260;
1408 /* Geforce 200 - midend */
1409 if (strstr(gl_renderer, "GT 240"))
1412 return CARD_NVIDIA_GEFORCE_GT240;
1415 /* Geforce 200 lowend */
1416 if (strstr(gl_renderer, "GT 220"))
1418 *vidmem = 512; /* The GT 220 has 512-1024MB */
1419 return CARD_NVIDIA_GEFORCE_GT220;
1421 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1422 if (strstr(gl_renderer, "Geforce 210")
1423 || strstr(gl_renderer, "G 210")
1424 || strstr(gl_renderer, "Geforce 305")
1425 || strstr(gl_renderer, "Geforce 310"))
1428 return CARD_NVIDIA_GEFORCE_210;
1431 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1432 if (strstr(gl_renderer, "9800")
1433 || strstr(gl_renderer, "GTS 150")
1434 || strstr(gl_renderer, "GTS 250"))
1437 return CARD_NVIDIA_GEFORCE_9800GT;
1440 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1441 if (strstr(gl_renderer, "9600")
1442 || strstr(gl_renderer, "GT 140"))
1444 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1445 return CARD_NVIDIA_GEFORCE_9600GT;
1448 /* Geforce9 - midend low / Geforce 200 - low */
1449 if (strstr(gl_renderer, "9500")
1450 || strstr(gl_renderer, "GT 120")
1451 || strstr(gl_renderer, "GT 130"))
1453 *vidmem = 256; /* The 9500GT has 256-1024MB */
1454 return CARD_NVIDIA_GEFORCE_9500GT;
1457 /* Geforce9 - lowend */
1458 if (strstr(gl_renderer, "9400"))
1460 *vidmem = 256; /* The 9400GT has 256-1024MB */
1461 return CARD_NVIDIA_GEFORCE_9400GT;
1464 /* Geforce9 - lowend low */
1465 if (strstr(gl_renderer, "9100")
1466 || strstr(gl_renderer, "9200")
1467 || strstr(gl_renderer, "9300")
1468 || strstr(gl_renderer, "G 100"))
1470 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1471 return CARD_NVIDIA_GEFORCE_9200;
1474 /* Geforce8 - highend high*/
1475 if (strstr(gl_renderer, "8800 GTX"))
1478 return CARD_NVIDIA_GEFORCE_8800GTX;
1481 /* Geforce8 - highend */
1482 if (strstr(gl_renderer, "8800"))
1484 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1485 return CARD_NVIDIA_GEFORCE_8800GTS;
1488 /* Geforce8 - midend mobile */
1489 if (strstr(gl_renderer, "8600 M"))
1492 return CARD_NVIDIA_GEFORCE_8600MGT;
1495 /* Geforce8 - midend */
1496 if (strstr(gl_renderer, "8600")
1497 || strstr(gl_renderer, "8700"))
1500 return CARD_NVIDIA_GEFORCE_8600GT;
1503 /* Geforce8 - mid-lowend */
1504 if (strstr(gl_renderer, "8400")
1505 || strstr(gl_renderer, "8500"))
1507 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1508 return CARD_NVIDIA_GEFORCE_8400GS;
1511 /* Geforce8 - lowend */
1512 if (strstr(gl_renderer, "8100")
1513 || strstr(gl_renderer, "8200")
1514 || strstr(gl_renderer, "8300"))
1516 *vidmem = 128; /* 128-256MB for a 8300 */
1517 return CARD_NVIDIA_GEFORCE_8300GS;
1520 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1522 return CARD_NVIDIA_GEFORCE_8300GS;
1525 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1526 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1528 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1530 /* Geforce7 - highend */
1531 if (strstr(gl_renderer, "7800")
1532 || strstr(gl_renderer, "7900")
1533 || strstr(gl_renderer, "7950")
1534 || strstr(gl_renderer, "Quadro FX 4")
1535 || strstr(gl_renderer, "Quadro FX 5"))
1537 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1538 return CARD_NVIDIA_GEFORCE_7800GT;
1541 /* Geforce7 midend */
1542 if (strstr(gl_renderer, "7600")
1543 || strstr(gl_renderer, "7700"))
1545 *vidmem = 256; /* The 7600 uses 256-512MB */
1546 return CARD_NVIDIA_GEFORCE_7600;
1549 /* Geforce7 lower medium */
1550 if (strstr(gl_renderer, "7400"))
1552 *vidmem = 256; /* The 7400 uses 256-512MB */
1553 return CARD_NVIDIA_GEFORCE_7400;
1556 /* Geforce7 lowend */
1557 if (strstr(gl_renderer, "7300"))
1559 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1560 return CARD_NVIDIA_GEFORCE_7300;
1563 /* Geforce6 highend */
1564 if (strstr(gl_renderer, "6800"))
1566 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1567 return CARD_NVIDIA_GEFORCE_6800;
1570 /* Geforce6 - midend */
1571 if (strstr(gl_renderer, "6600")
1572 || strstr(gl_renderer, "6610")
1573 || strstr(gl_renderer, "6700"))
1575 *vidmem = 128; /* A 6600GT has 128-256MB */
1576 return CARD_NVIDIA_GEFORCE_6600GT;
1579 /* Geforce6/7 lowend */
1581 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1584 if (WINE_D3D9_CAPABLE(gl_info))
1586 /* GeforceFX - highend */
1587 if (strstr(gl_renderer, "5800")
1588 || strstr(gl_renderer, "5900")
1589 || strstr(gl_renderer, "5950")
1590 || strstr(gl_renderer, "Quadro FX"))
1592 *vidmem = 256; /* 5800-5900 cards use 256MB */
1593 return CARD_NVIDIA_GEFORCEFX_5800;
1596 /* GeforceFX - midend */
1597 if (strstr(gl_renderer, "5600")
1598 || strstr(gl_renderer, "5650")
1599 || strstr(gl_renderer, "5700")
1600 || strstr(gl_renderer, "5750"))
1602 *vidmem = 128; /* A 5600 uses 128-256MB */
1603 return CARD_NVIDIA_GEFORCEFX_5600;
1606 /* GeforceFX - lowend */
1607 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1608 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1611 if (WINE_D3D8_CAPABLE(gl_info))
1613 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1615 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1616 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1619 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1620 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1623 if (WINE_D3D7_CAPABLE(gl_info))
1625 if (strstr(gl_renderer, "GeForce4 MX"))
1627 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1628 * early models had 32MB but most have 64MB or even 128MB. */
1630 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1633 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1635 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1636 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1639 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1641 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1642 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1645 /* Most Geforce1 cards have 32MB, there are also some rare 16
1646 * and 64MB (Dell) models. */
1648 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1651 if (strstr(gl_renderer, "TNT2"))
1653 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1654 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1657 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1658 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1662 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1663 const char *gl_renderer, unsigned int *vidmem)
1665 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1667 * Beware: renderer string do not match exact card model,
1668 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1669 if (WINE_D3D10_CAPABLE(gl_info))
1671 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1672 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1673 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1674 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1676 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1677 return CARD_ATI_RADEON_HD5800;
1680 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1681 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1682 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1683 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1685 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1686 return CARD_ATI_RADEON_HD5700;
1689 /* Radeon R7xx HD4800 - highend */
1690 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1691 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1692 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1693 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1694 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1696 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1697 return CARD_ATI_RADEON_HD4800;
1700 /* Radeon R740 HD4700 - midend */
1701 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1702 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1705 return CARD_ATI_RADEON_HD4700;
1708 /* Radeon R730 HD4600 - midend */
1709 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1710 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1711 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1714 return CARD_ATI_RADEON_HD4600;
1717 /* Radeon R710 HD4500/HD4350 - lowend */
1718 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1719 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1722 return CARD_ATI_RADEON_HD4350;
1725 /* Radeon R6xx HD2900/HD3800 - highend */
1726 if (strstr(gl_renderer, "HD 2900")
1727 || strstr(gl_renderer, "HD 3870")
1728 || strstr(gl_renderer, "HD 3850"))
1730 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1731 return CARD_ATI_RADEON_HD2900;
1734 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1735 if (strstr(gl_renderer, "HD 2600")
1736 || strstr(gl_renderer, "HD 3830")
1737 || strstr(gl_renderer, "HD 3690")
1738 || strstr(gl_renderer, "HD 3650"))
1740 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1741 return CARD_ATI_RADEON_HD2600;
1744 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1745 * Note HD2300=DX9, HD2350=DX10 */
1746 if (strstr(gl_renderer, "HD 2350")
1747 || strstr(gl_renderer, "HD 2400")
1748 || strstr(gl_renderer, "HD 3470")
1749 || strstr(gl_renderer, "HD 3450")
1750 || strstr(gl_renderer, "HD 3430")
1751 || strstr(gl_renderer, "HD 3400"))
1753 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1754 return CARD_ATI_RADEON_HD2350;
1757 /* Radeon R6xx/R7xx integrated */
1758 if (strstr(gl_renderer, "HD 3100")
1759 || strstr(gl_renderer, "HD 3200")
1760 || strstr(gl_renderer, "HD 3300"))
1762 *vidmem = 128; /* 128MB */
1763 return CARD_ATI_RADEON_HD3200;
1766 /* Default for when no GPU has been found */
1767 *vidmem = 128; /* 128MB */
1768 return CARD_ATI_RADEON_HD3200;
1771 if (WINE_D3D8_CAPABLE(gl_info))
1774 if (strstr(gl_renderer, "X1600")
1775 || strstr(gl_renderer, "X1650")
1776 || strstr(gl_renderer, "X1800")
1777 || strstr(gl_renderer, "X1900")
1778 || strstr(gl_renderer, "X1950"))
1780 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1781 return CARD_ATI_RADEON_X1600;
1784 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1785 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1786 if (strstr(gl_renderer, "X700")
1787 || strstr(gl_renderer, "X800")
1788 || strstr(gl_renderer, "X850")
1789 || strstr(gl_renderer, "X1300")
1790 || strstr(gl_renderer, "X1400")
1791 || strstr(gl_renderer, "X1450")
1792 || strstr(gl_renderer, "X1550")
1793 || strstr(gl_renderer, "X2300")
1794 || strstr(gl_renderer, "X2500")
1795 || strstr(gl_renderer, "HD 2300")
1798 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1799 return CARD_ATI_RADEON_X700;
1802 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1803 if (strstr(gl_renderer, "Radeon Xpress"))
1805 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1806 return CARD_ATI_RADEON_XPRESS_200M;
1810 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1811 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814 if (WINE_D3D8_CAPABLE(gl_info))
1816 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1817 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1820 if (WINE_D3D7_CAPABLE(gl_info))
1822 *vidmem = 32; /* There are models with up to 64MB */
1823 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1826 *vidmem = 16; /* There are 16-32MB models */
1827 return CARD_ATI_RAGE_128PRO;
1831 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1832 const char *gl_renderer, unsigned int *vidmem)
1834 if (strstr(gl_renderer, "X3100"))
1836 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1838 return CARD_INTEL_X3100;
1841 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1843 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1845 return CARD_INTEL_I945GM;
1848 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1849 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1850 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1851 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1852 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1853 return CARD_INTEL_I915G;
1857 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1858 const char *gl_renderer, unsigned int *vidmem)
1860 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1862 * Beware: renderer string do not match exact card model,
1863 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1864 if (strstr(gl_renderer, "Gallium"))
1866 /* Radeon R7xx HD4800 - highend */
1867 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1868 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1869 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1871 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1872 return CARD_ATI_RADEON_HD4800;
1875 /* Radeon R740 HD4700 - midend */
1876 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1879 return CARD_ATI_RADEON_HD4700;
1882 /* Radeon R730 HD4600 - midend */
1883 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1886 return CARD_ATI_RADEON_HD4600;
1889 /* Radeon R710 HD4500/HD4350 - lowend */
1890 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1893 return CARD_ATI_RADEON_HD4350;
1896 /* Radeon R6xx HD2900/HD3800 - highend */
1897 if (strstr(gl_renderer, "R600")
1898 || strstr(gl_renderer, "RV670")
1899 || strstr(gl_renderer, "R680"))
1901 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1902 return CARD_ATI_RADEON_HD2900;
1905 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1906 if (strstr(gl_renderer, "RV630")
1907 || strstr(gl_renderer, "RV635"))
1909 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1910 return CARD_ATI_RADEON_HD2600;
1913 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1914 if (strstr(gl_renderer, "RV610")
1915 || strstr(gl_renderer, "RV620"))
1917 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1918 return CARD_ATI_RADEON_HD2350;
1921 /* Radeon R6xx/R7xx integrated */
1922 if (strstr(gl_renderer, "RS780")
1923 || strstr(gl_renderer, "RS880"))
1925 *vidmem = 128; /* 128MB */
1926 return CARD_ATI_RADEON_HD3200;
1930 if (strstr(gl_renderer, "RV530")
1931 || strstr(gl_renderer, "RV535")
1932 || strstr(gl_renderer, "RV560")
1933 || strstr(gl_renderer, "R520")
1934 || strstr(gl_renderer, "RV570")
1935 || strstr(gl_renderer, "R580"))
1937 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1938 return CARD_ATI_RADEON_X1600;
1941 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1942 if (strstr(gl_renderer, "R410")
1943 || strstr(gl_renderer, "R420")
1944 || strstr(gl_renderer, "R423")
1945 || strstr(gl_renderer, "R430")
1946 || strstr(gl_renderer, "R480")
1947 || strstr(gl_renderer, "R481")
1948 || strstr(gl_renderer, "RV410")
1949 || strstr(gl_renderer, "RV515")
1950 || strstr(gl_renderer, "RV516"))
1952 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1953 return CARD_ATI_RADEON_X700;
1956 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1957 if (strstr(gl_renderer, "RS400")
1958 || strstr(gl_renderer, "RS480")
1959 || strstr(gl_renderer, "RS482")
1960 || strstr(gl_renderer, "RS485")
1961 || strstr(gl_renderer, "RS600")
1962 || strstr(gl_renderer, "RS690")
1963 || strstr(gl_renderer, "RS740"))
1965 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1966 return CARD_ATI_RADEON_XPRESS_200M;
1970 if (strstr(gl_renderer, "R300")
1971 || strstr(gl_renderer, "RV350")
1972 || strstr(gl_renderer, "RV351")
1973 || strstr(gl_renderer, "RV360")
1974 || strstr(gl_renderer, "RV370")
1975 || strstr(gl_renderer, "R350")
1976 || strstr(gl_renderer, "R360"))
1978 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1979 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1983 if (WINE_D3D9_CAPABLE(gl_info))
1985 /* Radeon R7xx HD4800 - highend */
1986 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1987 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1988 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1990 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1991 return CARD_ATI_RADEON_HD4800;
1994 /* Radeon R740 HD4700 - midend */
1995 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1998 return CARD_ATI_RADEON_HD4700;
2001 /* Radeon R730 HD4600 - midend */
2002 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
2005 return CARD_ATI_RADEON_HD4600;
2008 /* Radeon R710 HD4500/HD4350 - lowend */
2009 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
2012 return CARD_ATI_RADEON_HD4350;
2015 /* Radeon R6xx HD2900/HD3800 - highend */
2016 if (strstr(gl_renderer, "(R600")
2017 || strstr(gl_renderer, "(RV670")
2018 || strstr(gl_renderer, "(R680"))
2020 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
2021 return CARD_ATI_RADEON_HD2900;
2024 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2025 if (strstr(gl_renderer, "(RV630")
2026 || strstr(gl_renderer, "(RV635"))
2028 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
2029 return CARD_ATI_RADEON_HD2600;
2032 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2033 if (strstr(gl_renderer, "(RV610")
2034 || strstr(gl_renderer, "(RV620"))
2036 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
2037 return CARD_ATI_RADEON_HD2350;
2040 /* Radeon R6xx/R7xx integrated */
2041 if (strstr(gl_renderer, "(RS780")
2042 || strstr(gl_renderer, "(RS880"))
2044 *vidmem = 128; /* 128MB */
2045 return CARD_ATI_RADEON_HD3200;
2049 if (WINE_D3D8_CAPABLE(gl_info))
2051 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
2052 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2055 if (WINE_D3D7_CAPABLE(gl_info))
2057 *vidmem = 32; /* There are models with up to 64MB */
2058 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2061 *vidmem = 16; /* There are 16-32MB models */
2062 return CARD_ATI_RAGE_128PRO;
2066 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2067 const char *gl_renderer, unsigned int *vidmem)
2069 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2070 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2071 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2072 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2073 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2074 return CARD_NVIDIA_RIVA_128;
2077 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2078 const char *gl_renderer, unsigned int *vidmem)
2080 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2081 return CARD_INTEL_I915G;
2085 struct vendor_card_selection
2087 enum wined3d_gl_vendor gl_vendor;
2088 enum wined3d_pci_vendor card_vendor;
2089 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2090 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2091 unsigned int *vidmem );
2094 static const struct vendor_card_selection vendor_card_select_table[] =
2096 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2097 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2098 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2099 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2100 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2101 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2102 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2103 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2104 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2108 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2109 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2111 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2112 * different GPUs with roughly the same features. In most cases GPUs from a
2113 * certain family differ in clockspeeds, the amount of video memory and the
2114 * number of shader pipelines.
2116 * A Direct3D device object contains the PCI id (vendor + device) of the
2117 * videocard which is used for rendering. Various applications use this
2118 * information to get a rough estimation of the features of the card and
2119 * some might use it for enabling 3d effects only on certain types of
2120 * videocards. In some cases games might even use it to work around bugs
2121 * which happen on certain videocards/driver combinations. The problem is
2122 * that OpenGL only exposes a rendering string containing the name of the
2123 * videocard and not the PCI id.
2125 * Various games depend on the PCI id, so somehow we need to provide one.
2126 * A simple option is to parse the renderer string and translate this to
2127 * the right PCI id. This is a lot of work because there are more than 200
2128 * GPUs just for Nvidia. Various cards share the same renderer string, so
2129 * the amount of code might be 'small' but there are quite a number of
2130 * exceptions which would make this a pain to maintain. Another way would
2131 * be to query the PCI id from the operating system (assuming this is the
2132 * videocard which is used for rendering which is not always the case).
2133 * This would work but it is not very portable. Second it would not work
2134 * well in, let's say, a remote X situation in which the amount of 3d
2135 * features which can be used is limited.
2137 * As said most games only use the PCI id to get an indication of the
2138 * capabilities of the card. It doesn't really matter if the given id is
2139 * the correct one if we return the id of a card with similar 3d features.
2141 * The code below checks the OpenGL capabilities of a videocard and matches
2142 * that to a certain level of Direct3D functionality. Once a card passes
2143 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2144 * least a GeforceFX. To give a better estimate we do a basic check on the
2145 * renderer string but if that won't pass we return a default card. This
2146 * way is better than maintaining a full card database as even without a
2147 * full database we can return a card with similar features. Second the
2148 * size of the database can be made quite small because when you know what
2149 * type of 3d functionality a card has, you know to which GPU family the
2150 * GPU must belong. Because of this you only have to check a small part of
2151 * the renderer string to distinguishes between different models from that
2154 * The code also selects a default amount of video memory which we will
2155 * use for an estimation of the amount of free texture memory. In case of
2156 * real D3D the amount of texture memory includes video memory and system
2157 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2158 * HyperMemory). We don't know how much system memory can be addressed by
2159 * the system but we can make a reasonable estimation about the amount of
2160 * video memory. If the value is slightly wrong it doesn't matter as we
2161 * didn't include AGP-like memory which makes the amount of addressable
2162 * memory higher and second OpenGL isn't that critical it moves to system
2163 * memory behind our backs if really needed. Note that the amount of video
2164 * memory can be overruled using a registry setting. */
2168 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2170 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2171 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2173 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2174 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2177 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2178 *gl_vendor, *card_vendor);
2180 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2181 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2182 * them a good generic choice. */
2183 *card_vendor = HW_VENDOR_NVIDIA;
2184 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2185 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2186 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2187 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2188 return CARD_NVIDIA_RIVA_128;
2191 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2193 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2194 int vs_selected_mode, ps_selected_mode;
2196 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2197 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2198 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2199 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2200 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2201 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2202 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2203 else return &ffp_fragment_pipeline;
2206 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2208 int vs_selected_mode, ps_selected_mode;
2210 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2211 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2212 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2213 return &none_shader_backend;
2216 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2218 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2219 int vs_selected_mode, ps_selected_mode;
2221 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2222 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2223 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2224 else return &ffp_blit;
2227 /* Context activation is done by the caller. */
2228 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2230 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2231 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2232 const char *GL_Extensions = NULL;
2233 const char *WGL_Extensions = NULL;
2234 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2235 struct fragment_caps fragment_caps;
2236 enum wined3d_gl_vendor gl_vendor;
2237 enum wined3d_pci_vendor card_vendor;
2238 enum wined3d_pci_device device;
2240 GLfloat gl_floatv[2];
2243 unsigned int vidmem=0;
2247 TRACE_(d3d_caps)("(%p)\n", gl_info);
2251 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2252 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2253 if (!gl_renderer_str)
2256 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2260 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2261 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2265 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2269 /* Parse the GL_VERSION field into major and minor information */
2270 gl_version_str = (const char *)glGetString(GL_VERSION);
2271 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2272 if (!gl_version_str)
2275 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2278 gl_version = wined3d_parse_gl_version(gl_version_str);
2281 * Initialize openGL extension related variables
2282 * with Default values
2284 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2285 gl_info->limits.blends = 1;
2286 gl_info->limits.buffers = 1;
2287 gl_info->limits.textures = 1;
2288 gl_info->limits.fragment_samplers = 1;
2289 gl_info->limits.vertex_samplers = 0;
2290 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2291 gl_info->limits.sampler_stages = 1;
2292 gl_info->limits.glsl_vs_float_constants = 0;
2293 gl_info->limits.glsl_ps_float_constants = 0;
2294 gl_info->limits.arb_vs_float_constants = 0;
2295 gl_info->limits.arb_vs_native_constants = 0;
2296 gl_info->limits.arb_vs_instructions = 0;
2297 gl_info->limits.arb_vs_temps = 0;
2298 gl_info->limits.arb_ps_float_constants = 0;
2299 gl_info->limits.arb_ps_local_constants = 0;
2300 gl_info->limits.arb_ps_instructions = 0;
2301 gl_info->limits.arb_ps_temps = 0;
2303 /* Retrieve opengl defaults */
2304 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2305 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2306 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2308 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2309 gl_info->limits.lights = gl_max;
2310 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2312 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2313 gl_info->limits.texture_size = gl_max;
2314 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2316 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2317 gl_info->limits.pointsize_min = gl_floatv[0];
2318 gl_info->limits.pointsize_max = gl_floatv[1];
2319 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2321 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2322 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2326 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2332 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2334 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2336 while (*GL_Extensions)
2340 while (isspace(*GL_Extensions)) ++GL_Extensions;
2341 start = GL_Extensions;
2342 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2344 len = GL_Extensions - start;
2347 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2349 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2351 if (len == strlen(EXTENSION_MAP[i].extension_string)
2352 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2354 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2355 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2361 /* Now work out what GL support this card really has */
2362 #define USE_GL_FUNC(type, pfn, ext, replace) \
2364 DWORD ver = ver_for_ext(ext); \
2365 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2366 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2367 else gl_info->pfn = NULL; \
2372 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2378 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2379 * loading the functions, otherwise the code above will load the extension entry points instead of the
2380 * core functions, which may not work. */
2381 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2383 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2384 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2386 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2387 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2391 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2393 if (gl_info->supported[APPLE_FENCE])
2395 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2396 * The apple extension interacts with some other apple exts. Disable the NV
2397 * extension if the apple one is support to prevent confusion in other parts
2399 gl_info->supported[NV_FENCE] = FALSE;
2401 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2403 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2405 * The enums are the same:
2406 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2407 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2408 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2409 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2410 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2412 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2414 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2415 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2417 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2419 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2420 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2423 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2425 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2426 * functionality. Prefer the ARB extension */
2427 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2429 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2431 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2432 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2434 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2436 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2437 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2439 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2441 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2442 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2444 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2446 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2447 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2449 if (gl_info->supported[NV_TEXTURE_SHADER2])
2451 if (gl_info->supported[NV_REGISTER_COMBINERS])
2453 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2454 * are supported. The nv extensions provide the same functionality as the
2455 * ATI one, and a bit more(signed pixelformats). */
2456 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2460 if (gl_info->supported[NV_REGISTER_COMBINERS])
2462 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2463 gl_info->limits.general_combiners = gl_max;
2464 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2466 if (gl_info->supported[ARB_DRAW_BUFFERS])
2468 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2469 gl_info->limits.buffers = gl_max;
2470 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2472 if (gl_info->supported[ARB_MULTITEXTURE])
2474 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2475 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2476 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2478 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2481 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2482 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2486 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2488 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2490 if (gl_info->supported[ARB_VERTEX_SHADER])
2493 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2494 gl_info->limits.vertex_samplers = tmp;
2495 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2496 gl_info->limits.combined_samplers = tmp;
2498 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2499 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2500 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2501 * shader is used with fixed function vertex processing we're fine too because fixed function
2502 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2503 * used we have to make sure that all vertex sampler setups are valid together with all
2504 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2505 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2506 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2507 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2508 * a fixed function pipeline anymore.
2510 * So this is just a check to check that our assumption holds true. If not, write a warning
2511 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2512 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2513 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2515 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2516 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2517 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2518 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2519 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2521 gl_info->limits.vertex_samplers = 0;
2526 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2528 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2529 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2531 if (gl_info->supported[ARB_VERTEX_BLEND])
2533 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2534 gl_info->limits.blends = gl_max;
2535 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2537 if (gl_info->supported[EXT_TEXTURE3D])
2539 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2540 gl_info->limits.texture3d_size = gl_max;
2541 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2543 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2545 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2546 gl_info->limits.anisotropy = gl_max;
2547 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2549 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2551 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2552 gl_info->limits.arb_ps_float_constants = gl_max;
2553 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2554 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2555 gl_info->limits.arb_ps_native_constants = gl_max;
2556 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2557 gl_info->limits.arb_ps_native_constants);
2558 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2559 gl_info->limits.arb_ps_temps = gl_max;
2560 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2561 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2562 gl_info->limits.arb_ps_instructions = gl_max;
2563 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2564 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2565 gl_info->limits.arb_ps_local_constants = gl_max;
2566 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2568 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2570 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2571 gl_info->limits.arb_vs_float_constants = gl_max;
2572 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2573 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2574 gl_info->limits.arb_vs_native_constants = gl_max;
2575 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2576 gl_info->limits.arb_vs_native_constants);
2577 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2578 gl_info->limits.arb_vs_temps = gl_max;
2579 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2580 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2581 gl_info->limits.arb_vs_instructions = gl_max;
2582 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2584 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2586 if (gl_info->supported[ARB_VERTEX_SHADER])
2588 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2589 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2590 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2592 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2594 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2595 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2596 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2597 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2598 gl_info->limits.glsl_varyings = gl_max;
2599 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2601 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2603 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2604 unsigned int major, minor;
2606 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2608 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2609 sscanf(str, "%u.%u", &major, &minor);
2610 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2612 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2614 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2618 gl_info->limits.shininess = 128.0f;
2620 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2622 /* If we have full NP2 texture support, disable
2623 * GL_ARB_texture_rectangle because we will never use it.
2624 * This saves a few redundant glDisable calls. */
2625 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2627 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2629 /* Disable NV_register_combiners and fragment shader if this is supported.
2630 * generally the NV extensions are preferred over the ATI ones, and this
2631 * extension is disabled if register_combiners and texture_shader2 are both
2632 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2633 * fragment processing support. */
2634 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2635 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2636 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2637 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2639 if (gl_info->supported[NV_HALF_FLOAT])
2641 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2642 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2644 if (gl_info->supported[ARB_POINT_SPRITE])
2646 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2650 gl_info->limits.point_sprite_units = 0;
2652 checkGLcall("extension detection");
2656 adapter->fragment_pipe = select_fragment_implementation(adapter);
2657 adapter->shader_backend = select_shader_backend(adapter);
2658 adapter->blitter = select_blit_implementation(adapter);
2660 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2661 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2662 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2664 /* In some cases the number of texture stages can be larger than the number
2665 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2666 * shaders), but 8 texture stages (register combiners). */
2667 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2669 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2671 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2672 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2673 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2674 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2675 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2676 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2677 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2678 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2679 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2680 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2681 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2682 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2683 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2684 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2685 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2686 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2687 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2688 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2689 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2693 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2695 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2696 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2697 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2698 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2699 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2700 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2701 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2702 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2703 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2704 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2705 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2706 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2707 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2708 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2709 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2710 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2711 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2713 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2715 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2716 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2718 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2720 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2722 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2724 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2728 /* MRTs are currently only supported when FBOs are used. */
2729 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2731 gl_info->limits.buffers = 1;
2734 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2735 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2736 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2738 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2739 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2741 /* If we have an estimate use it, else default to 64MB; */
2743 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2745 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2747 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2748 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2749 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2750 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2751 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2752 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2753 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2754 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2756 /* Make sure there's an active HDC else the WGL extensions will fail */
2757 hdc = pwglGetCurrentDC();
2759 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2760 if(GL_EXTCALL(wglGetExtensionsStringARB))
2761 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2763 if (NULL == WGL_Extensions) {
2764 ERR(" WGL_Extensions returns NULL\n");
2766 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2767 while (*WGL_Extensions != 0x00) {
2771 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2772 Start = WGL_Extensions;
2773 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2777 len = WGL_Extensions - Start;
2778 if (len == 0 || len >= sizeof(ThisExtn))
2781 memcpy(ThisExtn, Start, len);
2782 ThisExtn[len] = '\0';
2783 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2785 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2786 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2787 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2789 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2790 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2791 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2797 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2798 init_driver_info(driver_info, card_vendor, device);
2799 add_gl_compat_wrappers(gl_info);
2804 /**********************************************************
2805 * IWineD3D implementation follows
2806 **********************************************************/
2808 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2809 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2811 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2813 return This->adapter_count;
2816 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2818 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2823 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2824 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2826 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2828 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2832 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2835 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2836 of the same bpp but different resolutions */
2838 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2839 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2841 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2843 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2845 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2849 /* TODO: Store modes per adapter and read it from the adapter structure */
2852 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2853 UINT format_bits = format->byte_count * CHAR_BIT;
2858 memset(&mode, 0, sizeof(mode));
2859 mode.dmSize = sizeof(mode);
2861 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2865 if (format_id == WINED3DFMT_UNKNOWN)
2867 /* This is for D3D8, do not enumerate P8 here */
2868 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2870 else if (mode.dmBitsPerPel == format_bits)
2876 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2879 FIXME_(d3d_caps)("Adapter not primary display\n");
2884 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2885 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2886 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2888 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2890 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2891 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2893 /* Validate the parameters as much as possible */
2894 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2895 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2897 return WINED3DERR_INVALIDCALL;
2900 /* TODO: Store modes per adapter and read it from the adapter structure */
2903 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2904 UINT format_bits = format->byte_count * CHAR_BIT;
2910 ZeroMemory(&DevModeW, sizeof(DevModeW));
2911 DevModeW.dmSize = sizeof(DevModeW);
2913 /* If we are filtering to a specific format (D3D9), then need to skip
2914 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2915 just count through the ones with valid bit depths */
2916 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2918 if (format_id == WINED3DFMT_UNKNOWN)
2920 /* This is for D3D8, do not enumerate P8 here */
2921 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2923 else if (DevModeW.dmBitsPerPel == format_bits)
2931 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2932 return WINED3DERR_INVALIDCALL;
2936 /* Now get the display mode via the calculated index */
2937 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2938 pMode->Width = DevModeW.dmPelsWidth;
2939 pMode->Height = DevModeW.dmPelsHeight;
2940 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2941 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2942 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2944 if (format_id == WINED3DFMT_UNKNOWN)
2945 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2947 pMode->Format = format_id;
2951 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2952 return WINED3DERR_INVALIDCALL;
2955 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2956 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2957 DevModeW.dmBitsPerPel);
2962 FIXME_(d3d_caps)("Adapter not primary display\n");
2968 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2970 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2972 if (NULL == pMode ||
2973 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2974 return WINED3DERR_INVALIDCALL;
2977 if (Adapter == 0) { /* Display */
2981 ZeroMemory(&DevModeW, sizeof(DevModeW));
2982 DevModeW.dmSize = sizeof(DevModeW);
2984 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2985 pMode->Width = DevModeW.dmPelsWidth;
2986 pMode->Height = DevModeW.dmPelsHeight;
2987 bpp = DevModeW.dmBitsPerPel;
2988 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2989 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2991 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2994 pMode->Format = pixelformat_for_depth(bpp);
2996 FIXME_(d3d_caps)("Adapter not primary display\n");
2999 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
3000 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
3004 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3005 and fields being inserted in the middle, a new structure is used in place */
3006 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
3007 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
3008 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3009 struct wined3d_adapter *adapter;
3012 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
3014 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3015 return WINED3DERR_INVALIDCALL;
3018 adapter = &This->adapters[Adapter];
3020 /* Return the information requested */
3021 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3023 if (pIdentifier->driver_size)
3025 const char *name = adapter->driver_info.name;
3026 len = min(strlen(name), pIdentifier->driver_size - 1);
3027 memcpy(pIdentifier->driver, name, len);
3028 pIdentifier->driver[len] = '\0';
3031 if (pIdentifier->description_size)
3033 const char *description = adapter->driver_info.description;
3034 len = min(strlen(description), pIdentifier->description_size - 1);
3035 memcpy(pIdentifier->description, description, len);
3036 pIdentifier->description[len] = '\0';
3039 /* Note that d3d8 doesn't supply a device name. */
3040 if (pIdentifier->device_name_size)
3042 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3044 len = strlen(device_name);
3045 if (len >= pIdentifier->device_name_size)
3047 ERR("Device name size too small.\n");
3048 return WINED3DERR_INVALIDCALL;
3051 memcpy(pIdentifier->device_name, device_name, len);
3052 pIdentifier->device_name[len] = '\0';
3055 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3056 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3057 pIdentifier->vendor_id = adapter->driver_info.vendor;
3058 pIdentifier->device_id = adapter->driver_info.device;
3059 pIdentifier->subsystem_id = 0;
3060 pIdentifier->revision = 0;
3061 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3062 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3063 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3064 pIdentifier->video_memory = adapter->TextureRam;
3069 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3070 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3072 short redSize, greenSize, blueSize, alphaSize, colorBits;
3077 /* Float formats need FBOs. If FBOs are used this function isn't called */
3078 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3080 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3081 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3083 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3087 if(cfg->redSize < redSize)
3090 if(cfg->greenSize < greenSize)
3093 if(cfg->blueSize < blueSize)
3096 if(cfg->alphaSize < alphaSize)
3102 /* Probably a RGBA_float or color index mode */
3106 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3107 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3109 short depthSize, stencilSize;
3110 BOOL lockable = FALSE;
3115 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3117 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3121 /* Float formats need FBOs. If FBOs are used this function isn't called */
3122 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3124 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3127 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3128 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3129 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3130 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3133 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3134 * allow more stencil bits than requested. */
3135 if(cfg->stencilSize < stencilSize)
3141 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3142 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3143 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3145 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3147 const WineD3D_PixelFormat *cfgs;
3148 const struct wined3d_adapter *adapter;
3149 const struct wined3d_format *rt_format;
3150 const struct wined3d_format *ds_format;
3153 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3155 DeviceType, debug_d3ddevicetype(DeviceType),
3156 AdapterFormat, debug_d3dformat(AdapterFormat),
3157 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3158 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3160 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3161 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3162 return WINED3DERR_INVALIDCALL;
3165 adapter = &This->adapters[Adapter];
3166 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3167 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3168 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3170 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3171 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3173 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3179 cfgs = adapter->cfgs;
3180 nCfgs = adapter->nCfgs;
3181 for (it = 0; it < nCfgs; ++it)
3183 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3185 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3187 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3193 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3195 return WINED3DERR_NOTAVAILABLE;
3198 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3199 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3200 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3202 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3203 const struct wined3d_adapter *adapter;
3204 const struct wined3d_format *format;
3206 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3209 DeviceType, debug_d3ddevicetype(DeviceType),
3210 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3215 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3216 return WINED3DERR_INVALIDCALL;
3219 /* TODO: handle Windowed, add more quality levels */
3221 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3222 if(pQualityLevels) *pQualityLevels = 1;
3226 /* By default multisampling is disabled right now as it causes issues
3227 * on some Nvidia driver versions and it doesn't work well in combination
3229 if(!wined3d_settings.allow_multisampling)
3230 return WINED3DERR_NOTAVAILABLE;
3232 adapter = &This->adapters[Adapter];
3233 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3234 if (!format) return WINED3DERR_INVALIDCALL;
3236 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3239 const WineD3D_PixelFormat *cfgs;
3241 cfgs = adapter->cfgs;
3242 nCfgs = adapter->nCfgs;
3243 for(i=0; i<nCfgs; i++) {
3244 if(cfgs[i].numSamples != MultiSampleType)
3247 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3250 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3253 *pQualityLevels = 1; /* Guess at a value! */
3257 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3259 short redSize, greenSize, blueSize, alphaSize, colorBits;
3261 const WineD3D_PixelFormat *cfgs;
3263 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3265 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3266 return WINED3DERR_NOTAVAILABLE;
3269 cfgs = adapter->cfgs;
3270 nCfgs = adapter->nCfgs;
3271 for(i=0; i<nCfgs; i++) {
3272 if(cfgs[i].numSamples != MultiSampleType)
3274 if(cfgs[i].redSize != redSize)
3276 if(cfgs[i].greenSize != greenSize)
3278 if(cfgs[i].blueSize != blueSize)
3280 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3281 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3283 if (cfgs[i].colorSize != (format->byte_count << 3))
3286 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3289 *pQualityLevels = 1; /* Guess at a value! */
3293 return WINED3DERR_NOTAVAILABLE;
3296 /* Check if we support bumpmapping for a format */
3297 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3299 /* Ask the fixed function pipeline implementation if it can deal
3300 * with the conversion. If we've got a GL extension giving native
3301 * support this will be an identity conversion. */
3302 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3303 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3306 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3307 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3308 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3312 /* Only allow depth/stencil formats */
3313 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3315 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3317 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3318 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3322 /* Walk through all WGL pixel formats to find a match */
3323 for (it = 0; it < adapter->nCfgs; ++it)
3325 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3326 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3328 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3339 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3341 /* The flags entry of a format contains the filtering capability */
3342 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3347 /* Check the render target capabilities of a format */
3348 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3349 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3351 /* Filter out non-RT formats */
3352 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3353 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3355 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3357 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3358 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3360 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3361 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3363 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3364 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3365 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3366 TRACE_(d3d_caps)("[FAILED]\n");
3370 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3371 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3372 for (it = 0; it < adapter->nCfgs; ++it)
3374 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3375 &cfgs[it], check_format))
3377 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3378 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3383 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3385 /* For now return TRUE for FBOs until we have some proper checks.
3386 * Note that this function will only be called when the format is around for texturing. */
3392 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3394 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3397 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3399 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3400 * doing the color fixup in shaders.
3401 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3402 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3404 int vs_selected_mode;
3405 int ps_selected_mode;
3406 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3408 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3409 TRACE_(d3d_caps)("[OK]\n");
3414 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3418 /* Check if a format support blending in combination with pixel shaders */
3419 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3420 const struct wined3d_format *format)
3422 /* The flags entry of a format contains the post pixel shader blending capability */
3423 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3428 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3430 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3431 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3432 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3433 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3434 * capability anyway.
3436 * For now lets report this on all formats, but in the future we may want to
3437 * restrict it to some should games need that
3442 /* Check if a texture format is supported on the given adapter */
3443 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3445 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3450 * supported: RGB(A) formats
3452 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3453 case WINED3DFMT_B8G8R8A8_UNORM:
3454 case WINED3DFMT_B8G8R8X8_UNORM:
3455 case WINED3DFMT_B5G6R5_UNORM:
3456 case WINED3DFMT_B5G5R5X1_UNORM:
3457 case WINED3DFMT_B5G5R5A1_UNORM:
3458 case WINED3DFMT_B4G4R4A4_UNORM:
3459 case WINED3DFMT_A8_UNORM:
3460 case WINED3DFMT_B4G4R4X4_UNORM:
3461 case WINED3DFMT_R8G8B8A8_UNORM:
3462 case WINED3DFMT_R8G8B8X8_UNORM:
3463 case WINED3DFMT_B10G10R10A2_UNORM:
3464 case WINED3DFMT_R10G10B10A2_UNORM:
3465 case WINED3DFMT_R16G16_UNORM:
3466 TRACE_(d3d_caps)("[OK]\n");
3469 case WINED3DFMT_B2G3R3_UNORM:
3470 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3474 * Not supported: Palettized
3475 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3476 * Since it is not widely available, don't offer it. Further no Windows driver offers
3477 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3479 case WINED3DFMT_P8_UINT:
3480 case WINED3DFMT_P8_UINT_A8_UNORM:
3484 * Supported: (Alpha)-Luminance
3486 case WINED3DFMT_L8_UNORM:
3487 case WINED3DFMT_L8A8_UNORM:
3488 case WINED3DFMT_L16_UNORM:
3489 TRACE_(d3d_caps)("[OK]\n");
3492 /* Not supported on Windows, thus disabled */
3493 case WINED3DFMT_L4A4_UNORM:
3494 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3498 * Supported: Depth/Stencil formats
3500 case WINED3DFMT_D16_LOCKABLE:
3501 case WINED3DFMT_D16_UNORM:
3502 case WINED3DFMT_S1_UINT_D15_UNORM:
3503 case WINED3DFMT_X8D24_UNORM:
3504 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3505 case WINED3DFMT_D24_UNORM_S8_UINT:
3506 case WINED3DFMT_S8_UINT_D24_FLOAT:
3507 case WINED3DFMT_D32_UNORM:
3508 case WINED3DFMT_D32_FLOAT:
3512 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3513 * GL_NV_texture_shader). Emulated by shaders
3515 case WINED3DFMT_R8G8_SNORM:
3516 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3517 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3518 case WINED3DFMT_R8G8B8A8_SNORM:
3519 case WINED3DFMT_R16G16_SNORM:
3520 /* Ask the shader backend if it can deal with the conversion. If
3521 * we've got a GL extension giving native support this will be an
3522 * identity conversion. */
3523 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3525 TRACE_(d3d_caps)("[OK]\n");
3528 TRACE_(d3d_caps)("[FAILED]\n");
3531 case WINED3DFMT_DXT1:
3532 case WINED3DFMT_DXT2:
3533 case WINED3DFMT_DXT3:
3534 case WINED3DFMT_DXT4:
3535 case WINED3DFMT_DXT5:
3536 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3538 TRACE_(d3d_caps)("[OK]\n");
3541 TRACE_(d3d_caps)("[FAILED]\n");
3546 * Odd formats - not supported
3548 case WINED3DFMT_VERTEXDATA:
3549 case WINED3DFMT_R16_UINT:
3550 case WINED3DFMT_R32_UINT:
3551 case WINED3DFMT_R16G16B16A16_SNORM:
3552 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3553 case WINED3DFMT_R10G11B11_SNORM:
3554 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3558 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3560 case WINED3DFMT_R8G8_SNORM_Cx:
3561 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3565 case WINED3DFMT_UYVY:
3566 case WINED3DFMT_YUY2:
3567 if (gl_info->supported[APPLE_YCBCR_422])
3569 TRACE_(d3d_caps)("[OK]\n");
3572 TRACE_(d3d_caps)("[FAILED]\n");
3574 case WINED3DFMT_YV12:
3575 TRACE_(d3d_caps)("[FAILED]\n");
3579 case WINED3DFMT_R16G16B16A16_UNORM:
3580 case WINED3DFMT_B2G3R3A8_UNORM:
3581 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3584 /* Floating point formats */
3585 case WINED3DFMT_R16_FLOAT:
3586 case WINED3DFMT_R16G16_FLOAT:
3587 case WINED3DFMT_R16G16B16A16_FLOAT:
3588 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3590 TRACE_(d3d_caps)("[OK]\n");
3593 TRACE_(d3d_caps)("[FAILED]\n");
3596 case WINED3DFMT_R32_FLOAT:
3597 case WINED3DFMT_R32G32_FLOAT:
3598 case WINED3DFMT_R32G32B32A32_FLOAT:
3599 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3601 TRACE_(d3d_caps)("[OK]\n");
3604 TRACE_(d3d_caps)("[FAILED]\n");
3607 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3608 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3609 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3610 * We can do instancing with all shader versions, but we need vertex shaders.
3612 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3613 * to enable instancing. WineD3D doesn't need that and just ignores it.
3615 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3617 case WINED3DFMT_INST:
3618 TRACE("ATI Instancing check hack\n");
3619 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3621 TRACE_(d3d_caps)("[OK]\n");
3624 TRACE_(d3d_caps)("[FAILED]\n");
3627 /* Some weird FOURCC formats */
3628 case WINED3DFMT_R8G8_B8G8:
3629 case WINED3DFMT_G8R8_G8B8:
3630 case WINED3DFMT_MULTI2_ARGB8:
3631 TRACE_(d3d_caps)("[FAILED]\n");
3634 /* Vendor specific formats */
3635 case WINED3DFMT_ATI2N:
3636 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3637 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3639 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3640 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3642 TRACE_(d3d_caps)("[OK]\n");
3646 TRACE_(d3d_caps)("[OK]\n");
3649 TRACE_(d3d_caps)("[FAILED]\n");
3652 case WINED3DFMT_NVHU:
3653 case WINED3DFMT_NVHS:
3654 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3655 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3656 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3657 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3658 * Applications have to deal with not having NVHS and NVHU.
3660 TRACE_(d3d_caps)("[FAILED]\n");
3663 case WINED3DFMT_UNKNOWN:
3667 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3673 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3674 const struct wined3d_format *adapter_format,
3675 const struct wined3d_format *check_format,
3676 WINED3DSURFTYPE SurfaceType)
3678 if (SurfaceType == SURFACE_GDI)
3680 switch (check_format->id)
3682 case WINED3DFMT_B8G8R8_UNORM:
3683 case WINED3DFMT_B8G8R8A8_UNORM:
3684 case WINED3DFMT_B8G8R8X8_UNORM:
3685 case WINED3DFMT_B5G6R5_UNORM:
3686 case WINED3DFMT_B5G5R5X1_UNORM:
3687 case WINED3DFMT_B5G5R5A1_UNORM:
3688 case WINED3DFMT_B4G4R4A4_UNORM:
3689 case WINED3DFMT_B2G3R3_UNORM:
3690 case WINED3DFMT_A8_UNORM:
3691 case WINED3DFMT_B2G3R3A8_UNORM:
3692 case WINED3DFMT_B4G4R4X4_UNORM:
3693 case WINED3DFMT_R10G10B10A2_UNORM:
3694 case WINED3DFMT_R8G8B8A8_UNORM:
3695 case WINED3DFMT_R8G8B8X8_UNORM:
3696 case WINED3DFMT_R16G16_UNORM:
3697 case WINED3DFMT_B10G10R10A2_UNORM:
3698 case WINED3DFMT_R16G16B16A16_UNORM:
3699 case WINED3DFMT_P8_UINT:
3700 TRACE_(d3d_caps)("[OK]\n");
3703 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3708 /* All format that are supported for textures are supported for surfaces as well */
3709 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3710 /* All depth stencil formats are supported on surfaces */
3711 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3713 /* If opengl can't process the format natively, the blitter may be able to convert it */
3714 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3715 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3716 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3718 TRACE_(d3d_caps)("[OK]\n");
3722 /* Reject other formats */
3723 TRACE_(d3d_caps)("[FAILED]\n");
3727 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3728 const struct wined3d_format *format)
3730 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3733 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3734 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3735 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3737 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3738 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3739 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3740 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3741 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3742 DWORD UsageCaps = 0;
3744 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3747 DeviceType, debug_d3ddevicetype(DeviceType),
3748 AdapterFormat, debug_d3dformat(AdapterFormat),
3749 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3750 RType, debug_d3dresourcetype(RType),
3751 CheckFormat, debug_d3dformat(CheckFormat));
3753 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3754 return WINED3DERR_INVALIDCALL;
3759 case WINED3DRTYPE_CUBETEXTURE:
3760 /* Cubetexture allows:
3761 * - WINED3DUSAGE_AUTOGENMIPMAP
3762 * - WINED3DUSAGE_DEPTHSTENCIL
3763 * - WINED3DUSAGE_DYNAMIC
3764 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3765 * - WINED3DUSAGE_RENDERTARGET
3766 * - WINED3DUSAGE_SOFTWAREPROCESSING
3767 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3769 if (SurfaceType != SURFACE_OPENGL)
3771 TRACE_(d3d_caps)("[FAILED]\n");
3772 return WINED3DERR_NOTAVAILABLE;
3775 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3777 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3778 return WINED3DERR_NOTAVAILABLE;
3781 if (!CheckTextureCapability(adapter, format))
3783 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3784 return WINED3DERR_NOTAVAILABLE;
3787 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3789 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3790 /* When autogenmipmap isn't around continue and return
3791 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3792 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3794 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3797 /* Always report dynamic locking. */
3798 if (Usage & WINED3DUSAGE_DYNAMIC)
3799 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3801 if (Usage & WINED3DUSAGE_RENDERTARGET)
3803 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3805 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3806 return WINED3DERR_NOTAVAILABLE;
3808 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3811 /* Always report software processing. */
3812 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3813 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3815 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3817 if (!CheckFilterCapability(adapter, format))
3819 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3820 return WINED3DERR_NOTAVAILABLE;
3822 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3825 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3827 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3829 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3830 return WINED3DERR_NOTAVAILABLE;
3832 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3835 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3837 if (!CheckSrgbReadCapability(adapter, format))
3839 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3840 return WINED3DERR_NOTAVAILABLE;
3842 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3845 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3847 if (!CheckSrgbWriteCapability(adapter, format))
3849 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3850 return WINED3DERR_NOTAVAILABLE;
3852 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3855 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3857 if (!CheckVertexTextureCapability(adapter, format))
3859 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3860 return WINED3DERR_NOTAVAILABLE;
3862 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3865 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3867 if (!CheckWrapAndMipCapability(adapter, format))
3869 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3870 return WINED3DERR_NOTAVAILABLE;
3872 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3876 case WINED3DRTYPE_SURFACE:
3878 * - WINED3DUSAGE_DEPTHSTENCIL
3879 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3880 * - WINED3DUSAGE_RENDERTARGET
3882 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3884 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3885 return WINED3DERR_NOTAVAILABLE;
3888 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3890 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3892 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3893 return WINED3DERR_NOTAVAILABLE;
3895 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3898 if (Usage & WINED3DUSAGE_RENDERTARGET)
3900 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3902 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3903 return WINED3DERR_NOTAVAILABLE;
3905 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3908 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3910 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3912 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3913 return WINED3DERR_NOTAVAILABLE;
3915 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3919 case WINED3DRTYPE_TEXTURE:
3921 * - WINED3DUSAGE_AUTOGENMIPMAP
3922 * - WINED3DUSAGE_DEPTHSTENCIL
3923 * - WINED3DUSAGE_DMAP
3924 * - WINED3DUSAGE_DYNAMIC
3925 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3926 * - WINED3DUSAGE_RENDERTARGET
3927 * - WINED3DUSAGE_SOFTWAREPROCESSING
3928 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3929 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3931 if (SurfaceType != SURFACE_OPENGL)
3933 TRACE_(d3d_caps)("[FAILED]\n");
3934 return WINED3DERR_NOTAVAILABLE;
3937 if (!CheckTextureCapability(adapter, format))
3939 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3940 return WINED3DERR_NOTAVAILABLE;
3943 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3945 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3946 /* When autogenmipmap isn't around continue and return
3947 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3948 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3950 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3953 /* Always report dynamic locking. */
3954 if (Usage & WINED3DUSAGE_DYNAMIC)
3955 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3957 if (Usage & WINED3DUSAGE_RENDERTARGET)
3959 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3961 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3962 return WINED3DERR_NOTAVAILABLE;
3964 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3967 /* Always report software processing. */
3968 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3969 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3971 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3973 if (!CheckFilterCapability(adapter, format))
3975 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3976 return WINED3DERR_NOTAVAILABLE;
3978 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3981 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3983 if (!CheckBumpMapCapability(adapter, format))
3985 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3986 return WINED3DERR_NOTAVAILABLE;
3988 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3991 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3993 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3995 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3996 return WINED3DERR_NOTAVAILABLE;
3998 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4001 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4003 if (!CheckSrgbReadCapability(adapter, format))
4005 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4006 return WINED3DERR_NOTAVAILABLE;
4008 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4011 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4013 if (!CheckSrgbWriteCapability(adapter, format))
4015 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4016 return WINED3DERR_NOTAVAILABLE;
4018 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4021 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4023 if (!CheckVertexTextureCapability(adapter, format))
4025 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4026 return WINED3DERR_NOTAVAILABLE;
4028 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4031 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4033 if (!CheckWrapAndMipCapability(adapter, format))
4035 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4036 return WINED3DERR_NOTAVAILABLE;
4038 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4041 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4043 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4045 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4046 return WINED3DERR_NOTAVAILABLE;
4048 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4050 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4051 return WINED3DERR_NOTAVAILABLE;
4053 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4057 case WINED3DRTYPE_VOLUMETEXTURE:
4058 case WINED3DRTYPE_VOLUME:
4059 /* Volume is to VolumeTexture what Surface is to Texture, but its
4060 * usage caps are not documented. Most driver seem to offer
4061 * (nearly) the same on Volume and VolumeTexture, so do that too.
4063 * Volumetexture allows:
4064 * - D3DUSAGE_DYNAMIC
4065 * - D3DUSAGE_NONSECURE (d3d9ex)
4066 * - D3DUSAGE_SOFTWAREPROCESSING
4067 * - D3DUSAGE_QUERY_WRAPANDMIP
4069 if (SurfaceType != SURFACE_OPENGL)
4071 TRACE_(d3d_caps)("[FAILED]\n");
4072 return WINED3DERR_NOTAVAILABLE;
4075 if (!gl_info->supported[EXT_TEXTURE3D])
4077 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4078 return WINED3DERR_NOTAVAILABLE;
4081 if (!CheckTextureCapability(adapter, format))
4083 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4084 return WINED3DERR_NOTAVAILABLE;
4087 /* Filter formats that need conversion; For one part, this
4088 * conversion is unimplemented, and volume textures are huge, so
4089 * it would be a big performance hit. Unless we hit an application
4090 * needing one of those formats, don't advertize them to avoid
4091 * leading applications into temptation. The windows drivers don't
4092 * support most of those formats on volumes anyway, except for
4093 * WINED3DFMT_R32_FLOAT. */
4094 switch (CheckFormat)
4096 case WINED3DFMT_P8_UINT:
4097 case WINED3DFMT_L4A4_UNORM:
4098 case WINED3DFMT_R32_FLOAT:
4099 case WINED3DFMT_R16_FLOAT:
4100 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4101 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4102 case WINED3DFMT_R16G16_UNORM:
4103 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4104 return WINED3DERR_NOTAVAILABLE;
4106 case WINED3DFMT_R8G8B8A8_SNORM:
4107 case WINED3DFMT_R16G16_SNORM:
4108 if (!gl_info->supported[NV_TEXTURE_SHADER])
4110 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4111 return WINED3DERR_NOTAVAILABLE;
4115 case WINED3DFMT_R8G8_SNORM:
4116 if (!gl_info->supported[NV_TEXTURE_SHADER])
4118 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4119 return WINED3DERR_NOTAVAILABLE;
4123 case WINED3DFMT_DXT1:
4124 case WINED3DFMT_DXT2:
4125 case WINED3DFMT_DXT3:
4126 case WINED3DFMT_DXT4:
4127 case WINED3DFMT_DXT5:
4128 /* The GL_EXT_texture_compression_s3tc spec requires that
4129 * loading an s3tc compressed texture results in an error.
4130 * While the D3D refrast does support s3tc volumes, at
4131 * least the nvidia windows driver does not, so we're free
4132 * not to support this format. */
4133 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4134 return WINED3DERR_NOTAVAILABLE;
4137 /* Do nothing, continue with checking the format below */
4141 /* Always report dynamic locking. */
4142 if (Usage & WINED3DUSAGE_DYNAMIC)
4143 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4145 /* Always report software processing. */
4146 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4147 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4149 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4151 if (!CheckFilterCapability(adapter, format))
4153 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4154 return WINED3DERR_NOTAVAILABLE;
4156 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4159 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4161 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4163 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4164 return WINED3DERR_NOTAVAILABLE;
4166 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4169 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4171 if (!CheckSrgbReadCapability(adapter, format))
4173 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4174 return WINED3DERR_NOTAVAILABLE;
4176 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4179 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4181 if (!CheckSrgbWriteCapability(adapter, format))
4183 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4184 return WINED3DERR_NOTAVAILABLE;
4186 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4189 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4191 if (!CheckVertexTextureCapability(adapter, format))
4193 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4194 return WINED3DERR_NOTAVAILABLE;
4196 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4199 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4201 if (!CheckWrapAndMipCapability(adapter, format))
4203 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4204 return WINED3DERR_NOTAVAILABLE;
4206 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4211 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4212 return WINED3DERR_NOTAVAILABLE;
4215 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4216 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4217 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4218 if (UsageCaps == Usage)
4220 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4221 return WINED3DOK_NOAUTOGEN;
4223 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4224 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4226 return WINED3DERR_NOTAVAILABLE;
4229 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4230 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4232 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4233 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4234 debug_d3dformat(dst_format));
4239 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4240 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4245 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4246 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4247 debug_d3dformat(backbuffer_format), windowed);
4249 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4251 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4252 return WINED3DERR_INVALIDCALL;
4255 /* The task of this function is to check whether a certain display / backbuffer format
4256 * combination is available on the given adapter. In fullscreen mode microsoft specified
4257 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4258 * and display format should match exactly.
4259 * In windowed mode format conversion can occur and this depends on the driver. When format
4260 * conversion is done, this function should nevertheless fail and applications need to use
4261 * CheckDeviceFormatConversion.
4262 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4264 /* There are only 4 display formats. */
4265 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4266 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4267 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4268 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4270 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4271 return WINED3DERR_NOTAVAILABLE;
4274 /* If the requested display format is not available, don't continue. */
4275 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4278 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4279 return WINED3DERR_NOTAVAILABLE;
4282 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4283 * it means 'reuse' the display format for the backbuffer. */
4284 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4286 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4287 return WINED3DERR_NOTAVAILABLE;
4290 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4291 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4292 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4294 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4295 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4296 return WINED3DERR_NOTAVAILABLE;
4299 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4300 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4301 * WINED3DFMT_B5G5R5A1_UNORM. */
4302 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4303 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4305 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4306 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4307 return WINED3DERR_NOTAVAILABLE;
4310 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4311 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4312 * WINED3DFMT_B8G8R8A8_UNORM. */
4313 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4314 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4316 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4317 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4318 return WINED3DERR_NOTAVAILABLE;
4321 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4322 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4323 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4324 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4326 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4327 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4328 return WINED3DERR_NOTAVAILABLE;
4331 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4332 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4333 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4335 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4336 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4341 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4342 subset of a D3DCAPS9 structure. However, it has to come via a void *
4343 as the d3d8 interface cannot import the d3d9 header */
4344 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4347 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4348 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4349 int vs_selected_mode;
4350 int ps_selected_mode;
4351 struct shader_caps shader_caps;
4352 struct fragment_caps fragment_caps;
4353 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4355 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4357 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4358 return WINED3DERR_INVALIDCALL;
4361 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4363 /* ------------------------------------------------
4364 The following fields apply to both d3d8 and d3d9
4365 ------------------------------------------------ */
4366 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4367 pCaps->AdapterOrdinal = Adapter;
4370 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4371 WINED3DCAPS2_FULLSCREENGAMMA |
4372 WINED3DCAPS2_DYNAMICTEXTURES;
4373 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4375 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4378 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4379 WINED3DCAPS3_COPY_TO_VIDMEM |
4380 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4382 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4383 WINED3DPRESENT_INTERVAL_ONE;
4385 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4386 WINED3DCURSORCAPS_LOWRES;
4388 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4389 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4390 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4391 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4392 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4393 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4394 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4395 WINED3DDEVCAPS_PUREDEVICE |
4396 WINED3DDEVCAPS_HWRASTERIZATION |
4397 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4398 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4399 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4400 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4401 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4402 WINED3DDEVCAPS_RTPATCHES;
4404 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4405 WINED3DPMISCCAPS_CULLCCW |
4406 WINED3DPMISCCAPS_CULLCW |
4407 WINED3DPMISCCAPS_COLORWRITEENABLE |
4408 WINED3DPMISCCAPS_CLIPTLVERTS |
4409 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4410 WINED3DPMISCCAPS_MASKZ |
4411 WINED3DPMISCCAPS_BLENDOP |
4412 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4414 WINED3DPMISCCAPS_NULLREFERENCE
4415 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4416 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4417 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4419 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4420 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4421 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4422 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4424 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4425 WINED3DPRASTERCAPS_PAT |
4426 WINED3DPRASTERCAPS_WFOG |
4427 WINED3DPRASTERCAPS_ZFOG |
4428 WINED3DPRASTERCAPS_FOGVERTEX |
4429 WINED3DPRASTERCAPS_FOGTABLE |
4430 WINED3DPRASTERCAPS_STIPPLE |
4431 WINED3DPRASTERCAPS_SUBPIXEL |
4432 WINED3DPRASTERCAPS_ZTEST |
4433 WINED3DPRASTERCAPS_SCISSORTEST |
4434 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4435 WINED3DPRASTERCAPS_DEPTHBIAS;
4437 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4439 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4440 WINED3DPRASTERCAPS_ZBIAS |
4441 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4443 if (gl_info->supported[NV_FOG_DISTANCE])
4445 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4448 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4449 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4450 WINED3DPRASTERCAPS_ANTIALIASEDGES
4451 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4452 WINED3DPRASTERCAPS_WBUFFER */
4454 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4455 WINED3DPCMPCAPS_EQUAL |
4456 WINED3DPCMPCAPS_GREATER |
4457 WINED3DPCMPCAPS_GREATEREQUAL |
4458 WINED3DPCMPCAPS_LESS |
4459 WINED3DPCMPCAPS_LESSEQUAL |
4460 WINED3DPCMPCAPS_NEVER |
4461 WINED3DPCMPCAPS_NOTEQUAL;
4463 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4464 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4465 WINED3DPBLENDCAPS_DESTALPHA |
4466 WINED3DPBLENDCAPS_DESTCOLOR |
4467 WINED3DPBLENDCAPS_INVDESTALPHA |
4468 WINED3DPBLENDCAPS_INVDESTCOLOR |
4469 WINED3DPBLENDCAPS_INVSRCALPHA |
4470 WINED3DPBLENDCAPS_INVSRCCOLOR |
4471 WINED3DPBLENDCAPS_ONE |
4472 WINED3DPBLENDCAPS_SRCALPHA |
4473 WINED3DPBLENDCAPS_SRCALPHASAT |
4474 WINED3DPBLENDCAPS_SRCCOLOR |
4475 WINED3DPBLENDCAPS_ZERO;
4477 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4478 WINED3DPBLENDCAPS_DESTCOLOR |
4479 WINED3DPBLENDCAPS_INVDESTALPHA |
4480 WINED3DPBLENDCAPS_INVDESTCOLOR |
4481 WINED3DPBLENDCAPS_INVSRCALPHA |
4482 WINED3DPBLENDCAPS_INVSRCCOLOR |
4483 WINED3DPBLENDCAPS_ONE |
4484 WINED3DPBLENDCAPS_SRCALPHA |
4485 WINED3DPBLENDCAPS_SRCCOLOR |
4486 WINED3DPBLENDCAPS_ZERO;
4487 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4488 * according to the glBlendFunc manpage
4490 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4491 * legacy settings for srcblend only
4494 if (gl_info->supported[EXT_BLEND_COLOR])
4496 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4497 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4501 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4502 WINED3DPCMPCAPS_EQUAL |
4503 WINED3DPCMPCAPS_GREATER |
4504 WINED3DPCMPCAPS_GREATEREQUAL |
4505 WINED3DPCMPCAPS_LESS |
4506 WINED3DPCMPCAPS_LESSEQUAL |
4507 WINED3DPCMPCAPS_NEVER |
4508 WINED3DPCMPCAPS_NOTEQUAL;
4510 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4511 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4512 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4513 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4514 WINED3DPSHADECAPS_COLORFLATRGB |
4515 WINED3DPSHADECAPS_FOGFLAT |
4516 WINED3DPSHADECAPS_FOGGOURAUD |
4517 WINED3DPSHADECAPS_SPECULARFLATRGB;
4519 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4520 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4521 WINED3DPTEXTURECAPS_TRANSPARENCY |
4522 WINED3DPTEXTURECAPS_BORDER |
4523 WINED3DPTEXTURECAPS_MIPMAP |
4524 WINED3DPTEXTURECAPS_PROJECTED |
4525 WINED3DPTEXTURECAPS_PERSPECTIVE;
4527 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4529 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4530 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4533 if (gl_info->supported[EXT_TEXTURE3D])
4535 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4536 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4537 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4540 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4542 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4543 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4544 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4548 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4549 WINED3DPTFILTERCAPS_MAGFPOINT |
4550 WINED3DPTFILTERCAPS_MINFLINEAR |
4551 WINED3DPTFILTERCAPS_MINFPOINT |
4552 WINED3DPTFILTERCAPS_MIPFLINEAR |
4553 WINED3DPTFILTERCAPS_MIPFPOINT |
4554 WINED3DPTFILTERCAPS_LINEAR |
4555 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4556 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4557 WINED3DPTFILTERCAPS_MIPLINEAR |
4558 WINED3DPTFILTERCAPS_MIPNEAREST |
4559 WINED3DPTFILTERCAPS_NEAREST;
4561 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4563 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4564 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4567 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4569 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4570 WINED3DPTFILTERCAPS_MAGFPOINT |
4571 WINED3DPTFILTERCAPS_MINFLINEAR |
4572 WINED3DPTFILTERCAPS_MINFPOINT |
4573 WINED3DPTFILTERCAPS_MIPFLINEAR |
4574 WINED3DPTFILTERCAPS_MIPFPOINT |
4575 WINED3DPTFILTERCAPS_LINEAR |
4576 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4577 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4578 WINED3DPTFILTERCAPS_MIPLINEAR |
4579 WINED3DPTFILTERCAPS_MIPNEAREST |
4580 WINED3DPTFILTERCAPS_NEAREST;
4582 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4584 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4585 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4588 pCaps->CubeTextureFilterCaps = 0;
4590 if (gl_info->supported[EXT_TEXTURE3D])
4592 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4593 WINED3DPTFILTERCAPS_MAGFPOINT |
4594 WINED3DPTFILTERCAPS_MINFLINEAR |
4595 WINED3DPTFILTERCAPS_MINFPOINT |
4596 WINED3DPTFILTERCAPS_MIPFLINEAR |
4597 WINED3DPTFILTERCAPS_MIPFPOINT |
4598 WINED3DPTFILTERCAPS_LINEAR |
4599 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4600 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4601 WINED3DPTFILTERCAPS_MIPLINEAR |
4602 WINED3DPTFILTERCAPS_MIPNEAREST |
4603 WINED3DPTFILTERCAPS_NEAREST;
4605 pCaps->VolumeTextureFilterCaps = 0;
4607 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4608 WINED3DPTADDRESSCAPS_CLAMP |
4609 WINED3DPTADDRESSCAPS_WRAP;
4611 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4613 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4615 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4617 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4619 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4621 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4624 if (gl_info->supported[EXT_TEXTURE3D])
4626 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4627 WINED3DPTADDRESSCAPS_CLAMP |
4628 WINED3DPTADDRESSCAPS_WRAP;
4629 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4631 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4633 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4635 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4637 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4639 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4642 pCaps->VolumeTextureAddressCaps = 0;
4644 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4645 WINED3DLINECAPS_ZTEST |
4646 WINED3DLINECAPS_BLEND |
4647 WINED3DLINECAPS_ALPHACMP |
4648 WINED3DLINECAPS_FOG;
4649 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4650 * idea how generating the smoothing alpha values works; the result is different
4653 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4654 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4656 if (gl_info->supported[EXT_TEXTURE3D])
4657 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4659 pCaps->MaxVolumeExtent = 0;
4661 pCaps->MaxTextureRepeat = 32768;
4662 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4663 pCaps->MaxVertexW = 1.0f;
4665 pCaps->GuardBandLeft = 0.0f;
4666 pCaps->GuardBandTop = 0.0f;
4667 pCaps->GuardBandRight = 0.0f;
4668 pCaps->GuardBandBottom = 0.0f;
4670 pCaps->ExtentsAdjust = 0.0f;
4672 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4673 WINED3DSTENCILCAPS_INCRSAT |
4674 WINED3DSTENCILCAPS_INVERT |
4675 WINED3DSTENCILCAPS_KEEP |
4676 WINED3DSTENCILCAPS_REPLACE |
4677 WINED3DSTENCILCAPS_ZERO;
4678 if (gl_info->supported[EXT_STENCIL_WRAP])
4680 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4681 WINED3DSTENCILCAPS_INCR;
4683 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4685 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4688 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4690 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4691 pCaps->MaxActiveLights = gl_info->limits.lights;
4693 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4694 pCaps->MaxVertexBlendMatrixIndex = 0;
4696 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4697 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4700 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4701 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4702 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4703 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4704 WINED3DVTXPCAPS_LOCALVIEWER |
4705 WINED3DVTXPCAPS_VERTEXFOG |
4706 WINED3DVTXPCAPS_TEXGEN;
4708 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4709 pCaps->MaxVertexIndex = 0xFFFFF;
4710 pCaps->MaxStreams = MAX_STREAMS;
4711 pCaps->MaxStreamStride = 1024;
4713 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4714 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4715 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4716 pCaps->MaxNpatchTessellationLevel = 0;
4717 pCaps->MasterAdapterOrdinal = 0;
4718 pCaps->AdapterOrdinalInGroup = 0;
4719 pCaps->NumberOfAdaptersInGroup = 1;
4721 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4723 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4724 WINED3DPTFILTERCAPS_MAGFPOINT |
4725 WINED3DPTFILTERCAPS_MINFLINEAR |
4726 WINED3DPTFILTERCAPS_MAGFLINEAR;
4727 pCaps->VertexTextureFilterCaps = 0;
4729 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4730 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4732 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4733 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4735 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4736 * Ignore shader model capabilities if disabled in config
4738 if(vs_selected_mode == SHADER_NONE) {
4739 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4740 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4741 pCaps->MaxVertexShaderConst = 0;
4743 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4744 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4747 if(ps_selected_mode == SHADER_NONE) {
4748 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4749 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4750 pCaps->PixelShader1xMaxValue = 0.0f;
4752 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4753 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4756 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4757 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4758 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4760 /* The following caps are shader specific, but they are things we cannot detect, or which
4761 * are the same among all shader models. So to avoid code duplication set the shader version
4762 * specific, but otherwise constant caps here
4764 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4765 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4766 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4767 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4768 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4769 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4770 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4772 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4773 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4775 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4777 pCaps->VS20Caps.Caps = 0;
4778 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4779 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4780 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4782 pCaps->MaxVShaderInstructionsExecuted = 65535;
4783 pCaps->MaxVertexShader30InstructionSlots = 0;
4784 } else { /* VS 1.x */
4785 pCaps->VS20Caps.Caps = 0;
4786 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4787 pCaps->VS20Caps.NumTemps = 0;
4788 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4790 pCaps->MaxVShaderInstructionsExecuted = 0;
4791 pCaps->MaxVertexShader30InstructionSlots = 0;
4794 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4795 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4796 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4798 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4799 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4800 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4801 WINED3DPS20CAPS_PREDICATION |
4802 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4803 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4804 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4805 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4806 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4807 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4809 pCaps->MaxPShaderInstructionsExecuted = 65535;
4810 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4811 adapter->gl_info.limits.arb_ps_instructions);
4813 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4815 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4816 pCaps->PS20Caps.Caps = 0;
4817 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4818 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4819 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4820 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4822 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4823 pCaps->MaxPixelShader30InstructionSlots = 0;
4824 } else { /* PS 1.x */
4825 pCaps->PS20Caps.Caps = 0;
4826 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4827 pCaps->PS20Caps.NumTemps = 0;
4828 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4829 pCaps->PS20Caps.NumInstructionSlots = 0;
4831 pCaps->MaxPShaderInstructionsExecuted = 0;
4832 pCaps->MaxPixelShader30InstructionSlots = 0;
4835 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4836 /* OpenGL supports all the formats below, perhaps not always
4837 * without conversion, but it supports them.
4838 * Further GLSL doesn't seem to have an official unsigned type so
4839 * don't advertise it yet as I'm not sure how we handle it.
4840 * We might need to add some clamping in the shader engine to
4842 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4843 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4844 WINED3DDTCAPS_UBYTE4N |
4845 WINED3DDTCAPS_SHORT2N |
4846 WINED3DDTCAPS_SHORT4N;
4847 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4849 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4850 WINED3DDTCAPS_FLOAT16_4;
4853 pCaps->DeclTypes = 0;
4855 /* Set DirectDraw helper Caps */
4856 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4857 WINEDDCKEYCAPS_SRCBLT;
4858 fx_caps = WINEDDFXCAPS_BLTALPHA |
4859 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4860 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4861 WINEDDFXCAPS_BLTROTATION90 |
4862 WINEDDFXCAPS_BLTSHRINKX |
4863 WINEDDFXCAPS_BLTSHRINKXN |
4864 WINEDDFXCAPS_BLTSHRINKY |
4865 WINEDDFXCAPS_BLTSHRINKXN |
4866 WINEDDFXCAPS_BLTSTRETCHX |
4867 WINEDDFXCAPS_BLTSTRETCHXN |
4868 WINEDDFXCAPS_BLTSTRETCHY |
4869 WINEDDFXCAPS_BLTSTRETCHYN;
4870 blit_caps = WINEDDCAPS_BLT |
4871 WINEDDCAPS_BLTCOLORFILL |
4872 WINEDDCAPS_BLTDEPTHFILL |
4873 WINEDDCAPS_BLTSTRETCH |
4874 WINEDDCAPS_CANBLTSYSMEM |
4875 WINEDDCAPS_CANCLIP |
4876 WINEDDCAPS_CANCLIPSTRETCHED |
4877 WINEDDCAPS_COLORKEY |
4878 WINEDDCAPS_COLORKEYHWASSIST |
4879 WINEDDCAPS_ALIGNBOUNDARYSRC;
4880 pal_caps = WINEDDPCAPS_8BIT |
4881 WINEDDPCAPS_PRIMARYSURFACE;
4883 /* Fill the ddraw caps structure */
4884 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4885 WINEDDCAPS_PALETTE |
4887 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4888 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4889 WINEDDCAPS2_PRIMARYGAMMA |
4890 WINEDDCAPS2_WIDESURFACES |
4891 WINEDDCAPS2_CANRENDERWINDOWED;
4892 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4893 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4894 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4895 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4896 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4897 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4898 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4899 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4900 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4901 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4902 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4903 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4905 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4906 WINEDDSCAPS_BACKBUFFER |
4908 WINEDDSCAPS_FRONTBUFFER |
4909 WINEDDSCAPS_OFFSCREENPLAIN |
4910 WINEDDSCAPS_PALETTE |
4911 WINEDDSCAPS_PRIMARYSURFACE |
4912 WINEDDSCAPS_SYSTEMMEMORY |
4913 WINEDDSCAPS_VIDEOMEMORY |
4914 WINEDDSCAPS_VISIBLE;
4915 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4917 /* Set D3D caps if OpenGL is available. */
4918 if (adapter->opengl)
4920 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4921 WINEDDSCAPS_MIPMAP |
4922 WINEDDSCAPS_TEXTURE |
4923 WINEDDSCAPS_ZBUFFER;
4924 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4930 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4931 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4933 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4934 IWineD3DDeviceImpl *object;
4937 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4938 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4940 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4941 * number and create a device without a 3D adapter for 2D only operation. */
4942 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4944 return WINED3DERR_INVALIDCALL;
4947 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4950 ERR("Failed to allocate device memory.\n");
4951 return E_OUTOFMEMORY;
4954 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4957 WARN("Failed to initialize device, hr %#x.\n", hr);
4958 HeapFree(GetProcessHeap(), 0, object);
4962 TRACE("Created device %p.\n", object);
4963 *device = (IWineD3DDevice *)object;
4965 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4970 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4972 TRACE("iface %p.\n", iface);
4974 return ((IWineD3DImpl *)iface)->parent;
4977 static void WINE_GLAPI invalid_func(const void *data)
4979 ERR("Invalid vertex attribute function called\n");
4983 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4985 ERR("Invalid texcoord function called\n");
4989 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4990 * the extension detection and are used in drawStridedSlow
4992 static void WINE_GLAPI position_d3dcolor(const void *data)
4994 DWORD pos = *((const DWORD *)data);
4996 FIXME("Add a test for fixed function position from d3dcolor type\n");
4997 glVertex4s(D3DCOLOR_B_R(pos),
5003 static void WINE_GLAPI position_float4(const void *data)
5005 const GLfloat *pos = data;
5007 if (pos[3] != 0.0f && pos[3] != 1.0f)
5009 float w = 1.0f / pos[3];
5011 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5019 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5021 DWORD diffuseColor = *((const DWORD *)data);
5023 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5024 D3DCOLOR_B_G(diffuseColor),
5025 D3DCOLOR_B_B(diffuseColor),
5026 D3DCOLOR_B_A(diffuseColor));
5029 static void WINE_GLAPI specular_d3dcolor(const void *data)
5031 DWORD specularColor = *((const DWORD *)data);
5032 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5033 D3DCOLOR_B_G(specularColor),
5034 D3DCOLOR_B_B(specularColor)};
5036 specular_func_3ubv(d);
5039 static void WINE_GLAPI warn_no_specular_func(const void *data)
5041 WARN("GL_EXT_secondary_color not supported\n");
5044 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5046 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5047 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5048 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5049 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5050 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5051 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5052 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5053 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5054 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5055 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5056 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5057 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5058 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5059 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5060 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5061 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5062 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5064 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5065 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5066 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5067 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5068 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5069 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5070 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5071 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5072 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5073 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5074 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5075 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5076 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5077 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5078 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5079 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5080 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5082 /* No 4 component entry points here */
5083 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5084 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5085 if (gl_info->supported[EXT_SECONDARY_COLOR])
5087 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5091 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5093 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5094 if (gl_info->supported[EXT_SECONDARY_COLOR])
5096 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5097 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5101 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5103 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5104 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5105 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5106 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5107 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5108 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5109 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5110 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5111 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5112 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5113 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5114 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5116 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5117 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5119 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5120 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5121 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5122 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5123 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5124 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5125 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5126 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5127 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5128 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5129 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5130 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5131 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5132 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5133 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5134 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5135 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5137 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5138 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5139 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5140 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5141 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5142 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5143 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5144 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5145 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5146 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5147 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5148 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5149 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5150 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5151 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5152 if (gl_info->supported[NV_HALF_FLOAT])
5154 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5155 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5156 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5158 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5159 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5163 /* Do not call while under the GL lock. */
5164 static BOOL InitAdapters(IWineD3DImpl *This)
5166 static HMODULE mod_gl;
5168 int ps_selected_mode, vs_selected_mode;
5170 /* No need to hold any lock. The calling library makes sure only one thread calls
5171 * wined3d simultaneously
5174 TRACE("Initializing adapters\n");
5177 #ifdef USE_WIN32_OPENGL
5178 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5179 mod_gl = LoadLibraryA("opengl32.dll");
5181 ERR("Can't load opengl32.dll!\n");
5185 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5186 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5187 mod_gl = GetModuleHandleA("gdi32.dll");
5191 /* Load WGL core functions from opengl32.dll */
5192 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5196 if(!pwglGetProcAddress) {
5197 ERR("Unable to load wglGetProcAddress!\n");
5201 /* Dynamically load all GL core functions */
5205 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5206 * otherwise because we have to use winex11.drv's override
5208 #ifdef USE_WIN32_OPENGL
5209 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5210 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5212 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5213 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5216 glEnableWINE = glEnable;
5217 glDisableWINE = glDisable;
5219 /* For now only one default adapter */
5221 struct wined3d_adapter *adapter = &This->adapters[0];
5222 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5223 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5227 WineD3D_PixelFormat *cfgs;
5228 DISPLAY_DEVICEW DisplayDevice;
5231 TRACE("Initializing default adapter\n");
5232 adapter->ordinal = 0;
5233 adapter->monitorPoint.x = -1;
5234 adapter->monitorPoint.y = -1;
5236 if (!AllocateLocallyUniqueId(&adapter->luid))
5238 DWORD err = GetLastError();
5239 ERR("Failed to set adapter LUID (%#x).\n", err);
5242 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5243 adapter->luid.HighPart, adapter->luid.LowPart);
5245 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5247 ERR("Failed to get a gl context for default adapter\n");
5251 ret = IWineD3DImpl_FillGLCaps(adapter);
5253 ERR("Failed to initialize gl caps for default adapter\n");
5254 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5257 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5259 ERR("Failed to init gl formats\n");
5260 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5264 hdc = fake_gl_ctx.dc;
5266 /* Use the VideoRamSize registry setting when set */
5267 if(wined3d_settings.emulated_textureram)
5268 adapter->TextureRam = wined3d_settings.emulated_textureram;
5270 adapter->TextureRam = adapter->gl_info.vidmem;
5271 adapter->UsedTextureRam = 0;
5272 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5274 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5275 DisplayDevice.cb = sizeof(DisplayDevice);
5276 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5277 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5278 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5280 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5287 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5288 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5290 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5291 cfgs = adapter->cfgs;
5292 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5293 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5294 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5295 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5296 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5297 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5298 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5299 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5300 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5301 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5302 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5304 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5306 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5311 /* Cache the pixel format */
5312 cfgs->iPixelFormat = iPixelFormat;
5313 cfgs->redSize = values[0];
5314 cfgs->greenSize = values[1];
5315 cfgs->blueSize = values[2];
5316 cfgs->alphaSize = values[3];
5317 cfgs->colorSize = values[4];
5318 cfgs->depthSize = values[5];
5319 cfgs->stencilSize = values[6];
5320 cfgs->windowDrawable = values[7];
5321 cfgs->iPixelType = values[8];
5322 cfgs->doubleBuffer = values[9];
5323 cfgs->auxBuffers = values[10];
5325 cfgs->numSamples = 0;
5326 /* Check multisample support */
5327 if (gl_info->supported[ARB_MULTISAMPLE])
5329 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5331 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5332 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5333 * value[1] = number of multi sample buffers*/
5335 cfgs->numSamples = value[1];
5339 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5340 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5341 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5342 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5343 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5349 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5350 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5351 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5353 cfgs = adapter->cfgs;
5354 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5356 PIXELFORMATDESCRIPTOR ppfd;
5358 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5362 /* We only want HW acceleration using an OpenGL ICD driver.
5363 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5364 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5366 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5368 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5372 cfgs->iPixelFormat = iPixelFormat;
5373 cfgs->redSize = ppfd.cRedBits;
5374 cfgs->greenSize = ppfd.cGreenBits;
5375 cfgs->blueSize = ppfd.cBlueBits;
5376 cfgs->alphaSize = ppfd.cAlphaBits;
5377 cfgs->colorSize = ppfd.cColorBits;
5378 cfgs->depthSize = ppfd.cDepthBits;
5379 cfgs->stencilSize = ppfd.cStencilBits;
5380 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5381 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5382 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5383 cfgs->auxBuffers = ppfd.cAuxBuffers;
5384 cfgs->numSamples = 0;
5386 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5387 "depth=%d, stencil=%d, windowDrawable=%d\n",
5388 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5389 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5390 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5395 /* 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 */
5398 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5400 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5401 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5406 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5407 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5408 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5409 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5410 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5411 * driver is allowed to consume more bits EXCEPT for stencil bits.
5413 * Mark an adapter with this broken stencil behavior.
5415 adapter->brokenStencil = TRUE;
5416 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5418 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5419 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5420 adapter->brokenStencil = FALSE;
5425 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5427 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5428 fillGLAttribFuncs(&adapter->gl_info);
5429 adapter->opengl = TRUE;
5431 This->adapter_count = 1;
5432 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5437 /* Initialize an adapter for ddraw-only memory counting */
5438 memset(This->adapters, 0, sizeof(This->adapters));
5439 This->adapters[0].ordinal = 0;
5440 This->adapters[0].opengl = FALSE;
5441 This->adapters[0].monitorPoint.x = -1;
5442 This->adapters[0].monitorPoint.y = -1;
5444 This->adapters[0].driver_info.name = "Display";
5445 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5446 if(wined3d_settings.emulated_textureram) {
5447 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5449 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5452 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5454 This->adapter_count = 1;
5458 /**********************************************************
5459 * IWineD3D VTbl follows
5460 **********************************************************/
5462 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5465 IWineD3DImpl_QueryInterface,
5466 IWineD3DImpl_AddRef,
5467 IWineD3DImpl_Release,
5469 IWineD3DImpl_GetParent,
5470 IWineD3DImpl_GetAdapterCount,
5471 IWineD3DImpl_RegisterSoftwareDevice,
5472 IWineD3DImpl_GetAdapterMonitor,
5473 IWineD3DImpl_GetAdapterModeCount,
5474 IWineD3DImpl_EnumAdapterModes,
5475 IWineD3DImpl_GetAdapterDisplayMode,
5476 IWineD3DImpl_GetAdapterIdentifier,
5477 IWineD3DImpl_CheckDeviceMultiSampleType,
5478 IWineD3DImpl_CheckDepthStencilMatch,
5479 IWineD3DImpl_CheckDeviceType,
5480 IWineD3DImpl_CheckDeviceFormat,
5481 IWineD3DImpl_CheckDeviceFormatConversion,
5482 IWineD3DImpl_GetDeviceCaps,
5483 IWineD3DImpl_CreateDevice
5486 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5488 const struct wined3d_parent_ops wined3d_null_parent_ops =
5490 wined3d_null_wined3d_object_destroyed,
5493 /* Do not call while under the GL lock. */
5494 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5496 wined3d->lpVtbl = &IWineD3D_Vtbl;
5497 wined3d->dxVersion = version;
5499 wined3d->parent = parent;
5501 if (!InitAdapters(wined3d))
5503 WARN("Failed to initialize adapters.\n");
5506 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);