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 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
998 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
999 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1000 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1001 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1002 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1003 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1004 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1007 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1008 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1009 * igxprd32.dll but the GMA800 driver was never updated. */
1010 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1011 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1012 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1013 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1014 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1015 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1018 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1019 * - GeforceFX support is up to 173.x on <= XP
1020 * - Geforce2MX/3/4 up to 96.x on <= XP
1021 * - TNT/Geforce1/2 up to 71.x on <= XP
1022 * All version numbers used below are from the Linux nvidia drivers. */
1023 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1024 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1025 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1026 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1027 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1030 struct gpu_description
1032 WORD vendor; /* reported PCI card vendor ID */
1033 WORD card; /* reported PCI card device ID */
1034 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1035 enum wined3d_display_driver driver;
1036 unsigned int vidmem;
1039 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1040 * found on a board containing a specific GPU. */
1041 static const struct gpu_description gpu_description_table[] =
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1085 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1086 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1087 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1088 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1089 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1090 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1102 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1103 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1104 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1105 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1106 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1107 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1108 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1111 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1112 enum wined3d_driver_model driver_model)
1116 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1117 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1119 const struct driver_version_information *entry = &driver_version_table[i];
1121 if (entry->driver == driver && entry->driver_model == driver_model)
1123 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1124 entry->driver_name, entry->version, entry->subversion, entry->build);
1132 static void init_driver_info(struct wined3d_driver_info *driver_info,
1133 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1135 OSVERSIONINFOW os_version;
1136 WORD driver_os_version;
1138 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1139 enum wined3d_driver_model driver_model;
1140 const struct driver_version_information *version_info;
1142 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1144 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1145 vendor = wined3d_settings.pci_vendor_id;
1147 driver_info->vendor = vendor;
1149 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1151 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1152 device = wined3d_settings.pci_device_id;
1154 driver_info->device = device;
1156 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1157 * overrides the pci ids to a card which is not in our database. */
1158 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1160 memset(&os_version, 0, sizeof(os_version));
1161 os_version.dwOSVersionInfoSize = sizeof(os_version);
1162 if (!GetVersionExW(&os_version))
1164 ERR("Failed to get OS version, reporting 2000/XP.\n");
1165 driver_os_version = 6;
1166 driver_model = DRIVER_MODEL_NT5X;
1170 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1171 switch (os_version.dwMajorVersion)
1174 /* If needed we could distinguish between 9x and NT4, but this code won't make
1175 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1177 driver_os_version = 4;
1178 driver_model = DRIVER_MODEL_WIN9X;
1182 driver_os_version = 6;
1183 driver_model = DRIVER_MODEL_NT5X;
1187 if (os_version.dwMinorVersion == 0)
1189 driver_os_version = 7;
1190 driver_model = DRIVER_MODEL_NT6X;
1194 if (os_version.dwMinorVersion > 1)
1196 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1197 os_version.dwMajorVersion, os_version.dwMinorVersion);
1199 driver_os_version = 8;
1200 driver_model = DRIVER_MODEL_NT6X;
1205 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1206 os_version.dwMajorVersion, os_version.dwMinorVersion);
1207 driver_os_version = 6;
1208 driver_model = DRIVER_MODEL_NT5X;
1213 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1214 * This means that unless the ids are overriden, we will always find a GPU description. */
1215 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1217 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1219 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1221 driver_info->description = gpu_description_table[i].description;
1222 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1223 driver = gpu_description_table[i].driver;
1228 /* Try to obtain driver version information for the current Windows version. This fails in
1230 * - the gpu is not available on the currently selected OS version:
1231 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1232 * version information for the current Windows version is returned instead of faked info.
1233 * We do the same and assume the default Windows version to emulate is WinXP.
1235 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1236 * For now return the XP driver info. Perhaps later on we should return VESA.
1238 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1239 * This could be an indication that our database is not up to date, so this should be fixed.
1241 version_info = get_driver_version_info(driver, driver_model);
1244 driver_info->name = version_info->driver_name;
1245 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1246 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1250 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1253 driver_info->name = version_info->driver_name;
1254 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1255 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259 driver_info->description = "Direct3D HAL";
1260 driver_info->name = "Display";
1261 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1262 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1264 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1265 vendor, device, driver_model);
1269 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1270 driver_info->version_high, driver_info->version_low);
1273 /* Context activation is done by the caller. */
1274 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1275 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1279 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1281 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1282 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1283 quirk_table[i].apply(gl_info);
1286 /* Find out if PBOs work as they are supposed to. */
1287 test_pbo_functionality(gl_info);
1290 static DWORD wined3d_parse_gl_version(const char *gl_version)
1292 const char *ptr = gl_version;
1296 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1298 while (isdigit(*ptr)) ++ptr;
1299 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1303 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1305 return MAKEDWORD_VERSION(major, minor);
1308 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1311 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1312 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1313 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1315 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1316 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1317 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1318 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1319 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1320 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1321 * DirectDraw, not OpenGL. */
1322 if (gl_info->supported[APPLE_FENCE]
1323 && gl_info->supported[APPLE_CLIENT_STORAGE]
1324 && gl_info->supported[APPLE_FLUSH_RENDER]
1325 && gl_info->supported[APPLE_YCBCR_422])
1326 return GL_VENDOR_APPLE;
1328 if (strstr(gl_vendor_string, "NVIDIA"))
1329 return GL_VENDOR_NVIDIA;
1331 if (strstr(gl_vendor_string, "ATI"))
1332 return GL_VENDOR_FGLRX;
1334 if (strstr(gl_vendor_string, "Intel(R)")
1335 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1336 || strstr(gl_renderer, "Intel")
1337 || strstr(gl_vendor_string, "Intel Inc."))
1338 return GL_VENDOR_INTEL;
1340 if (strstr(gl_vendor_string, "Mesa")
1341 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1342 || strstr(gl_vendor_string, "DRI R300 Project")
1343 || strstr(gl_vendor_string, "X.Org R300 Project")
1344 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1345 || strstr(gl_vendor_string, "VMware, Inc.")
1346 || strstr(gl_renderer, "Mesa")
1347 || strstr(gl_renderer, "Gallium"))
1348 return GL_VENDOR_MESA;
1350 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1351 debugstr_a(gl_vendor_string));
1353 return GL_VENDOR_UNKNOWN;
1356 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1358 if (strstr(gl_vendor_string, "NVIDIA"))
1359 return HW_VENDOR_NVIDIA;
1361 if (strstr(gl_vendor_string, "ATI")
1362 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1363 || strstr(gl_vendor_string, "X.Org R300 Project")
1364 || strstr(gl_renderer, "R100")
1365 || strstr(gl_renderer, "R200")
1366 || strstr(gl_renderer, "R300")
1367 || strstr(gl_renderer, "R600")
1368 || strstr(gl_renderer, "R700"))
1369 return HW_VENDOR_ATI;
1371 if (strstr(gl_vendor_string, "Intel(R)")
1372 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1373 || strstr(gl_renderer, "Intel")
1374 || strstr(gl_vendor_string, "Intel Inc."))
1375 return HW_VENDOR_INTEL;
1377 if (strstr(gl_vendor_string, "Mesa")
1378 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1379 || strstr(gl_vendor_string, "VMware, Inc."))
1380 return HW_VENDOR_SOFTWARE;
1382 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1384 return HW_VENDOR_NVIDIA;
1389 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1390 const char *gl_renderer)
1392 if (WINE_D3D10_CAPABLE(gl_info))
1394 /* Geforce 400 - highend */
1395 if (strstr(gl_renderer, "GTX 480"))
1397 return CARD_NVIDIA_GEFORCE_GTX480;
1400 /* Geforce 400 - midend high */
1401 if (strstr(gl_renderer, "GTX 470"))
1403 return CARD_NVIDIA_GEFORCE_GTX470;
1406 /* Geforce 400 - midend */
1407 if (strstr(gl_renderer, "GTX 460"))
1409 return CARD_NVIDIA_GEFORCE_GTX460;
1412 /* Geforce 300 highend mobile */
1413 if (strstr(gl_renderer, "GTS 350M")
1414 || strstr(gl_renderer, "GTS 360M"))
1416 return CARD_NVIDIA_GEFORCE_GTS350M;
1419 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1420 if (strstr(gl_renderer, "GT 325M")
1421 || strstr(gl_renderer, "GT 330M"))
1423 return CARD_NVIDIA_GEFORCE_GT325M;
1426 /* Geforce 200 - highend */
1427 if (strstr(gl_renderer, "GTX 280")
1428 || strstr(gl_renderer, "GTX 285")
1429 || strstr(gl_renderer, "GTX 295"))
1431 return CARD_NVIDIA_GEFORCE_GTX280;
1434 /* Geforce 200 - midend high */
1435 if (strstr(gl_renderer, "GTX 275"))
1437 return CARD_NVIDIA_GEFORCE_GTX275;
1440 /* Geforce 200 - midend */
1441 if (strstr(gl_renderer, "GTX 260"))
1443 return CARD_NVIDIA_GEFORCE_GTX260;
1445 /* Geforce 200 - midend */
1446 if (strstr(gl_renderer, "GT 240"))
1448 return CARD_NVIDIA_GEFORCE_GT240;
1451 /* Geforce 200 lowend */
1452 if (strstr(gl_renderer, "GT 220"))
1454 return CARD_NVIDIA_GEFORCE_GT220;
1456 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1457 if (strstr(gl_renderer, "Geforce 210")
1458 || strstr(gl_renderer, "G 210")
1459 || strstr(gl_renderer, "Geforce 305")
1460 || strstr(gl_renderer, "Geforce 310"))
1462 return CARD_NVIDIA_GEFORCE_210;
1465 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1466 if (strstr(gl_renderer, "9800")
1467 || strstr(gl_renderer, "GTS 150")
1468 || strstr(gl_renderer, "GTS 250"))
1470 return CARD_NVIDIA_GEFORCE_9800GT;
1473 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1474 if (strstr(gl_renderer, "9600")
1475 || strstr(gl_renderer, "GT 140"))
1477 return CARD_NVIDIA_GEFORCE_9600GT;
1480 /* Geforce9 - midend low / Geforce 200 - low */
1481 if (strstr(gl_renderer, "9500")
1482 || strstr(gl_renderer, "GT 120")
1483 || strstr(gl_renderer, "GT 130"))
1485 return CARD_NVIDIA_GEFORCE_9500GT;
1488 /* Geforce9 - lowend */
1489 if (strstr(gl_renderer, "9400"))
1491 return CARD_NVIDIA_GEFORCE_9400GT;
1494 /* Geforce9 - lowend low */
1495 if (strstr(gl_renderer, "9100")
1496 || strstr(gl_renderer, "9200")
1497 || strstr(gl_renderer, "9300")
1498 || strstr(gl_renderer, "G 100"))
1500 return CARD_NVIDIA_GEFORCE_9200;
1503 /* Geforce8 - highend high*/
1504 if (strstr(gl_renderer, "8800 GTX"))
1506 return CARD_NVIDIA_GEFORCE_8800GTX;
1509 /* Geforce8 - highend */
1510 if (strstr(gl_renderer, "8800"))
1512 return CARD_NVIDIA_GEFORCE_8800GTS;
1515 /* Geforce8 - midend mobile */
1516 if (strstr(gl_renderer, "8600 M"))
1518 return CARD_NVIDIA_GEFORCE_8600MGT;
1521 /* Geforce8 - midend */
1522 if (strstr(gl_renderer, "8600")
1523 || strstr(gl_renderer, "8700"))
1525 return CARD_NVIDIA_GEFORCE_8600GT;
1528 /* Geforce8 - mid-lowend */
1529 if (strstr(gl_renderer, "8400")
1530 || strstr(gl_renderer, "8500"))
1532 return CARD_NVIDIA_GEFORCE_8400GS;
1535 /* Geforce8 - lowend */
1536 if (strstr(gl_renderer, "8100")
1537 || strstr(gl_renderer, "8200")
1538 || strstr(gl_renderer, "8300"))
1540 return CARD_NVIDIA_GEFORCE_8300GS;
1543 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1544 return CARD_NVIDIA_GEFORCE_8300GS;
1547 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1548 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1550 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1552 /* Geforce7 - highend */
1553 if (strstr(gl_renderer, "7800")
1554 || strstr(gl_renderer, "7900")
1555 || strstr(gl_renderer, "7950")
1556 || strstr(gl_renderer, "Quadro FX 4")
1557 || strstr(gl_renderer, "Quadro FX 5"))
1559 return CARD_NVIDIA_GEFORCE_7800GT;
1562 /* Geforce7 midend */
1563 if (strstr(gl_renderer, "7600")
1564 || strstr(gl_renderer, "7700"))
1566 return CARD_NVIDIA_GEFORCE_7600;
1569 /* Geforce7 lower medium */
1570 if (strstr(gl_renderer, "7400"))
1572 return CARD_NVIDIA_GEFORCE_7400;
1575 /* Geforce7 lowend */
1576 if (strstr(gl_renderer, "7300"))
1578 return CARD_NVIDIA_GEFORCE_7300;
1581 /* Geforce6 highend */
1582 if (strstr(gl_renderer, "6800"))
1584 return CARD_NVIDIA_GEFORCE_6800;
1587 /* Geforce6 - midend */
1588 if (strstr(gl_renderer, "6600")
1589 || strstr(gl_renderer, "6610")
1590 || strstr(gl_renderer, "6700"))
1592 return CARD_NVIDIA_GEFORCE_6600GT;
1595 /* Geforce6/7 lowend */
1596 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1599 if (WINE_D3D9_CAPABLE(gl_info))
1601 /* GeforceFX - highend */
1602 if (strstr(gl_renderer, "5800")
1603 || strstr(gl_renderer, "5900")
1604 || strstr(gl_renderer, "5950")
1605 || strstr(gl_renderer, "Quadro FX"))
1607 return CARD_NVIDIA_GEFORCEFX_5800;
1610 /* GeforceFX - midend */
1611 if (strstr(gl_renderer, "5600")
1612 || strstr(gl_renderer, "5650")
1613 || strstr(gl_renderer, "5700")
1614 || strstr(gl_renderer, "5750"))
1616 return CARD_NVIDIA_GEFORCEFX_5600;
1619 /* GeforceFX - lowend */
1620 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1623 if (WINE_D3D8_CAPABLE(gl_info))
1625 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1627 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1630 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1633 if (WINE_D3D7_CAPABLE(gl_info))
1635 if (strstr(gl_renderer, "GeForce4 MX"))
1637 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1640 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1642 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1645 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1647 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1650 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1653 if (strstr(gl_renderer, "TNT2"))
1655 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1658 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1661 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1662 const char *gl_renderer)
1664 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1666 * Beware: renderer string do not match exact card model,
1667 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1668 if (WINE_D3D10_CAPABLE(gl_info))
1670 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1671 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1672 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1673 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1675 return CARD_ATI_RADEON_HD5800;
1678 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1679 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1680 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1681 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1683 return CARD_ATI_RADEON_HD5700;
1686 /* Radeon R7xx HD4800 - highend */
1687 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1688 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1689 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1690 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1691 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1693 return CARD_ATI_RADEON_HD4800;
1696 /* Radeon R740 HD4700 - midend */
1697 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1698 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1700 return CARD_ATI_RADEON_HD4700;
1703 /* Radeon R730 HD4600 - midend */
1704 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1705 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1706 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1708 return CARD_ATI_RADEON_HD4600;
1711 /* Radeon R710 HD4500/HD4350 - lowend */
1712 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1713 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1715 return CARD_ATI_RADEON_HD4350;
1718 /* Radeon R6xx HD2900/HD3800 - highend */
1719 if (strstr(gl_renderer, "HD 2900")
1720 || strstr(gl_renderer, "HD 3870")
1721 || strstr(gl_renderer, "HD 3850"))
1723 return CARD_ATI_RADEON_HD2900;
1726 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1727 if (strstr(gl_renderer, "HD 2600")
1728 || strstr(gl_renderer, "HD 3830")
1729 || strstr(gl_renderer, "HD 3690")
1730 || strstr(gl_renderer, "HD 3650"))
1732 return CARD_ATI_RADEON_HD2600;
1735 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1736 * Note HD2300=DX9, HD2350=DX10 */
1737 if (strstr(gl_renderer, "HD 2350")
1738 || strstr(gl_renderer, "HD 2400")
1739 || strstr(gl_renderer, "HD 3470")
1740 || strstr(gl_renderer, "HD 3450")
1741 || strstr(gl_renderer, "HD 3430")
1742 || strstr(gl_renderer, "HD 3400"))
1744 return CARD_ATI_RADEON_HD2350;
1747 /* Radeon R6xx/R7xx integrated */
1748 if (strstr(gl_renderer, "HD 3100")
1749 || strstr(gl_renderer, "HD 3200")
1750 || strstr(gl_renderer, "HD 3300"))
1752 return CARD_ATI_RADEON_HD3200;
1755 /* Default for when no GPU has been found */
1756 return CARD_ATI_RADEON_HD3200;
1759 if (WINE_D3D8_CAPABLE(gl_info))
1762 if (strstr(gl_renderer, "X1600")
1763 || strstr(gl_renderer, "X1650")
1764 || strstr(gl_renderer, "X1800")
1765 || strstr(gl_renderer, "X1900")
1766 || strstr(gl_renderer, "X1950"))
1768 return CARD_ATI_RADEON_X1600;
1771 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1772 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1773 if (strstr(gl_renderer, "X700")
1774 || strstr(gl_renderer, "X800")
1775 || strstr(gl_renderer, "X850")
1776 || strstr(gl_renderer, "X1300")
1777 || strstr(gl_renderer, "X1400")
1778 || strstr(gl_renderer, "X1450")
1779 || strstr(gl_renderer, "X1550")
1780 || strstr(gl_renderer, "X2300")
1781 || strstr(gl_renderer, "X2500")
1782 || strstr(gl_renderer, "HD 2300")
1785 return CARD_ATI_RADEON_X700;
1788 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1789 if (strstr(gl_renderer, "Radeon Xpress"))
1791 return CARD_ATI_RADEON_XPRESS_200M;
1795 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1798 if (WINE_D3D8_CAPABLE(gl_info))
1800 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1803 if (WINE_D3D7_CAPABLE(gl_info))
1805 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1808 return CARD_ATI_RAGE_128PRO;
1811 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1812 const char *gl_renderer)
1814 if (strstr(gl_renderer, "X3100"))
1816 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1817 return CARD_INTEL_X3100;
1820 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1822 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1823 return CARD_INTEL_I945GM;
1826 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1827 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1828 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1829 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1830 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1831 return CARD_INTEL_I915G;
1835 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1836 const char *gl_renderer)
1838 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1840 * Beware: renderer string do not match exact card model,
1841 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1842 if (strstr(gl_renderer, "Gallium"))
1844 /* Radeon R7xx HD4800 - highend */
1845 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1846 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1847 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1849 return CARD_ATI_RADEON_HD4800;
1852 /* Radeon R740 HD4700 - midend */
1853 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1855 return CARD_ATI_RADEON_HD4700;
1858 /* Radeon R730 HD4600 - midend */
1859 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1861 return CARD_ATI_RADEON_HD4600;
1864 /* Radeon R710 HD4500/HD4350 - lowend */
1865 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1867 return CARD_ATI_RADEON_HD4350;
1870 /* Radeon R6xx HD2900/HD3800 - highend */
1871 if (strstr(gl_renderer, "R600")
1872 || strstr(gl_renderer, "RV670")
1873 || strstr(gl_renderer, "R680"))
1875 return CARD_ATI_RADEON_HD2900;
1878 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1879 if (strstr(gl_renderer, "RV630")
1880 || strstr(gl_renderer, "RV635"))
1882 return CARD_ATI_RADEON_HD2600;
1885 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1886 if (strstr(gl_renderer, "RV610")
1887 || strstr(gl_renderer, "RV620"))
1889 return CARD_ATI_RADEON_HD2350;
1892 /* Radeon R6xx/R7xx integrated */
1893 if (strstr(gl_renderer, "RS780")
1894 || strstr(gl_renderer, "RS880"))
1896 return CARD_ATI_RADEON_HD3200;
1900 if (strstr(gl_renderer, "RV530")
1901 || strstr(gl_renderer, "RV535")
1902 || strstr(gl_renderer, "RV560")
1903 || strstr(gl_renderer, "R520")
1904 || strstr(gl_renderer, "RV570")
1905 || strstr(gl_renderer, "R580"))
1907 return CARD_ATI_RADEON_X1600;
1910 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1911 if (strstr(gl_renderer, "R410")
1912 || strstr(gl_renderer, "R420")
1913 || strstr(gl_renderer, "R423")
1914 || strstr(gl_renderer, "R430")
1915 || strstr(gl_renderer, "R480")
1916 || strstr(gl_renderer, "R481")
1917 || strstr(gl_renderer, "RV410")
1918 || strstr(gl_renderer, "RV515")
1919 || strstr(gl_renderer, "RV516"))
1921 return CARD_ATI_RADEON_X700;
1924 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1925 if (strstr(gl_renderer, "RS400")
1926 || strstr(gl_renderer, "RS480")
1927 || strstr(gl_renderer, "RS482")
1928 || strstr(gl_renderer, "RS485")
1929 || strstr(gl_renderer, "RS600")
1930 || strstr(gl_renderer, "RS690")
1931 || strstr(gl_renderer, "RS740"))
1933 return CARD_ATI_RADEON_XPRESS_200M;
1937 if (strstr(gl_renderer, "R300")
1938 || strstr(gl_renderer, "RV350")
1939 || strstr(gl_renderer, "RV351")
1940 || strstr(gl_renderer, "RV360")
1941 || strstr(gl_renderer, "RV370")
1942 || strstr(gl_renderer, "R350")
1943 || strstr(gl_renderer, "R360"))
1945 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1949 if (WINE_D3D9_CAPABLE(gl_info))
1951 /* Radeon R7xx HD4800 - highend */
1952 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1953 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1954 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1956 return CARD_ATI_RADEON_HD4800;
1959 /* Radeon R740 HD4700 - midend */
1960 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1962 return CARD_ATI_RADEON_HD4700;
1965 /* Radeon R730 HD4600 - midend */
1966 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1968 return CARD_ATI_RADEON_HD4600;
1971 /* Radeon R710 HD4500/HD4350 - lowend */
1972 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1974 return CARD_ATI_RADEON_HD4350;
1977 /* Radeon R6xx HD2900/HD3800 - highend */
1978 if (strstr(gl_renderer, "(R600")
1979 || strstr(gl_renderer, "(RV670")
1980 || strstr(gl_renderer, "(R680"))
1982 return CARD_ATI_RADEON_HD2900;
1985 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1986 if (strstr(gl_renderer, "(RV630")
1987 || strstr(gl_renderer, "(RV635"))
1989 return CARD_ATI_RADEON_HD2600;
1992 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1993 if (strstr(gl_renderer, "(RV610")
1994 || strstr(gl_renderer, "(RV620"))
1996 return CARD_ATI_RADEON_HD2350;
1999 /* Radeon R6xx/R7xx integrated */
2000 if (strstr(gl_renderer, "(RS780")
2001 || strstr(gl_renderer, "(RS880"))
2003 return CARD_ATI_RADEON_HD3200;
2007 if (WINE_D3D8_CAPABLE(gl_info))
2009 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2012 if (WINE_D3D7_CAPABLE(gl_info))
2014 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2017 return CARD_ATI_RAGE_128PRO;
2020 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2021 const char *gl_renderer)
2023 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2024 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2025 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2026 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2027 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2028 return CARD_NVIDIA_RIVA_128;
2031 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2032 const char *gl_renderer)
2034 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2035 return CARD_INTEL_I915G;
2039 struct vendor_card_selection
2041 enum wined3d_gl_vendor gl_vendor;
2042 enum wined3d_pci_vendor card_vendor;
2043 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2044 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2047 static const struct vendor_card_selection vendor_card_select_table[] =
2049 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2050 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2051 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2052 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2053 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2054 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2055 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2056 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2057 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2061 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2062 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2064 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2065 * different GPUs with roughly the same features. In most cases GPUs from a
2066 * certain family differ in clockspeeds, the amount of video memory and the
2067 * number of shader pipelines.
2069 * A Direct3D device object contains the PCI id (vendor + device) of the
2070 * videocard which is used for rendering. Various applications use this
2071 * information to get a rough estimation of the features of the card and
2072 * some might use it for enabling 3d effects only on certain types of
2073 * videocards. In some cases games might even use it to work around bugs
2074 * which happen on certain videocards/driver combinations. The problem is
2075 * that OpenGL only exposes a rendering string containing the name of the
2076 * videocard and not the PCI id.
2078 * Various games depend on the PCI id, so somehow we need to provide one.
2079 * A simple option is to parse the renderer string and translate this to
2080 * the right PCI id. This is a lot of work because there are more than 200
2081 * GPUs just for Nvidia. Various cards share the same renderer string, so
2082 * the amount of code might be 'small' but there are quite a number of
2083 * exceptions which would make this a pain to maintain. Another way would
2084 * be to query the PCI id from the operating system (assuming this is the
2085 * videocard which is used for rendering which is not always the case).
2086 * This would work but it is not very portable. Second it would not work
2087 * well in, let's say, a remote X situation in which the amount of 3d
2088 * features which can be used is limited.
2090 * As said most games only use the PCI id to get an indication of the
2091 * capabilities of the card. It doesn't really matter if the given id is
2092 * the correct one if we return the id of a card with similar 3d features.
2094 * The code below checks the OpenGL capabilities of a videocard and matches
2095 * that to a certain level of Direct3D functionality. Once a card passes
2096 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2097 * least a GeforceFX. To give a better estimate we do a basic check on the
2098 * renderer string but if that won't pass we return a default card. This
2099 * way is better than maintaining a full card database as even without a
2100 * full database we can return a card with similar features. Second the
2101 * size of the database can be made quite small because when you know what
2102 * type of 3d functionality a card has, you know to which GPU family the
2103 * GPU must belong. Because of this you only have to check a small part of
2104 * the renderer string to distinguishes between different models from that
2107 * The code also selects a default amount of video memory which we will
2108 * use for an estimation of the amount of free texture memory. In case of
2109 * real D3D the amount of texture memory includes video memory and system
2110 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2111 * HyperMemory). We don't know how much system memory can be addressed by
2112 * the system but we can make a reasonable estimation about the amount of
2113 * video memory. If the value is slightly wrong it doesn't matter as we
2114 * didn't include AGP-like memory which makes the amount of addressable
2115 * memory higher and second OpenGL isn't that critical it moves to system
2116 * memory behind our backs if really needed. Note that the amount of video
2117 * memory can be overruled using a registry setting. */
2121 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2123 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2124 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2126 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2127 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2130 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2131 *gl_vendor, *card_vendor);
2133 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2134 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2135 * them a good generic choice. */
2136 *card_vendor = HW_VENDOR_NVIDIA;
2137 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2138 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2139 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2140 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2141 return CARD_NVIDIA_RIVA_128;
2144 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2146 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2147 int vs_selected_mode, ps_selected_mode;
2149 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2150 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2151 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2152 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2153 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2154 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2155 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2156 else return &ffp_fragment_pipeline;
2159 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2161 int vs_selected_mode, ps_selected_mode;
2163 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2164 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2165 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2166 return &none_shader_backend;
2169 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2171 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2172 int vs_selected_mode, ps_selected_mode;
2174 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2175 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2176 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2177 else return &ffp_blit;
2180 /* Context activation is done by the caller. */
2181 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2183 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2184 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2185 const char *GL_Extensions = NULL;
2186 const char *WGL_Extensions = NULL;
2187 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2188 struct fragment_caps fragment_caps;
2189 enum wined3d_gl_vendor gl_vendor;
2190 enum wined3d_pci_vendor card_vendor;
2191 enum wined3d_pci_device device;
2193 GLfloat gl_floatv[2];
2199 TRACE_(d3d_caps)("(%p)\n", gl_info);
2203 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2204 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2205 if (!gl_renderer_str)
2208 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2212 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2213 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2217 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2221 /* Parse the GL_VERSION field into major and minor information */
2222 gl_version_str = (const char *)glGetString(GL_VERSION);
2223 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2224 if (!gl_version_str)
2227 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2230 gl_version = wined3d_parse_gl_version(gl_version_str);
2233 * Initialize openGL extension related variables
2234 * with Default values
2236 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2237 gl_info->limits.blends = 1;
2238 gl_info->limits.buffers = 1;
2239 gl_info->limits.textures = 1;
2240 gl_info->limits.fragment_samplers = 1;
2241 gl_info->limits.vertex_samplers = 0;
2242 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2243 gl_info->limits.sampler_stages = 1;
2244 gl_info->limits.glsl_vs_float_constants = 0;
2245 gl_info->limits.glsl_ps_float_constants = 0;
2246 gl_info->limits.arb_vs_float_constants = 0;
2247 gl_info->limits.arb_vs_native_constants = 0;
2248 gl_info->limits.arb_vs_instructions = 0;
2249 gl_info->limits.arb_vs_temps = 0;
2250 gl_info->limits.arb_ps_float_constants = 0;
2251 gl_info->limits.arb_ps_local_constants = 0;
2252 gl_info->limits.arb_ps_instructions = 0;
2253 gl_info->limits.arb_ps_temps = 0;
2255 /* Retrieve opengl defaults */
2256 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2257 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2258 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2260 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2261 gl_info->limits.lights = gl_max;
2262 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2264 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2265 gl_info->limits.texture_size = gl_max;
2266 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2268 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2269 gl_info->limits.pointsize_min = gl_floatv[0];
2270 gl_info->limits.pointsize_max = gl_floatv[1];
2271 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2273 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2274 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2278 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2284 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2286 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2288 while (*GL_Extensions)
2292 while (isspace(*GL_Extensions)) ++GL_Extensions;
2293 start = GL_Extensions;
2294 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2296 len = GL_Extensions - start;
2299 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2301 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2303 if (len == strlen(EXTENSION_MAP[i].extension_string)
2304 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2306 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2307 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2313 /* Now work out what GL support this card really has */
2314 #define USE_GL_FUNC(type, pfn, ext, replace) \
2316 DWORD ver = ver_for_ext(ext); \
2317 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2318 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2319 else gl_info->pfn = NULL; \
2324 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2330 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2331 * loading the functions, otherwise the code above will load the extension entry points instead of the
2332 * core functions, which may not work. */
2333 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2335 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2336 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2338 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2339 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2343 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2345 if (gl_info->supported[APPLE_FENCE])
2347 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2348 * The apple extension interacts with some other apple exts. Disable the NV
2349 * extension if the apple one is support to prevent confusion in other parts
2351 gl_info->supported[NV_FENCE] = FALSE;
2353 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2355 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2357 * The enums are the same:
2358 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2359 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2360 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2361 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2362 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2364 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2366 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2367 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2369 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2371 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2372 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2375 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2377 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2378 * functionality. Prefer the ARB extension */
2379 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2381 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2383 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2384 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2386 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2388 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2389 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2391 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2393 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2394 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2396 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2398 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2399 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2401 if (gl_info->supported[NV_TEXTURE_SHADER2])
2403 if (gl_info->supported[NV_REGISTER_COMBINERS])
2405 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2406 * are supported. The nv extensions provide the same functionality as the
2407 * ATI one, and a bit more(signed pixelformats). */
2408 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2412 if (gl_info->supported[NV_REGISTER_COMBINERS])
2414 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2415 gl_info->limits.general_combiners = gl_max;
2416 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2418 if (gl_info->supported[ARB_DRAW_BUFFERS])
2420 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2421 gl_info->limits.buffers = gl_max;
2422 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2424 if (gl_info->supported[ARB_MULTITEXTURE])
2426 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2427 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2428 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2430 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2433 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2434 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2438 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2440 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2442 if (gl_info->supported[ARB_VERTEX_SHADER])
2445 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2446 gl_info->limits.vertex_samplers = tmp;
2447 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2448 gl_info->limits.combined_samplers = tmp;
2450 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2451 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2452 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2453 * shader is used with fixed function vertex processing we're fine too because fixed function
2454 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2455 * used we have to make sure that all vertex sampler setups are valid together with all
2456 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2457 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2458 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2459 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2460 * a fixed function pipeline anymore.
2462 * So this is just a check to check that our assumption holds true. If not, write a warning
2463 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2464 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2465 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2467 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2468 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2469 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2470 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2471 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2473 gl_info->limits.vertex_samplers = 0;
2478 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2480 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2481 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2483 if (gl_info->supported[ARB_VERTEX_BLEND])
2485 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2486 gl_info->limits.blends = gl_max;
2487 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2489 if (gl_info->supported[EXT_TEXTURE3D])
2491 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2492 gl_info->limits.texture3d_size = gl_max;
2493 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2495 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2497 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2498 gl_info->limits.anisotropy = gl_max;
2499 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2501 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2503 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2504 gl_info->limits.arb_ps_float_constants = gl_max;
2505 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2506 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2507 gl_info->limits.arb_ps_native_constants = gl_max;
2508 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2509 gl_info->limits.arb_ps_native_constants);
2510 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2511 gl_info->limits.arb_ps_temps = gl_max;
2512 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2513 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2514 gl_info->limits.arb_ps_instructions = gl_max;
2515 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2516 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2517 gl_info->limits.arb_ps_local_constants = gl_max;
2518 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2520 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2522 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2523 gl_info->limits.arb_vs_float_constants = gl_max;
2524 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2525 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2526 gl_info->limits.arb_vs_native_constants = gl_max;
2527 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2528 gl_info->limits.arb_vs_native_constants);
2529 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2530 gl_info->limits.arb_vs_temps = gl_max;
2531 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2532 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2533 gl_info->limits.arb_vs_instructions = gl_max;
2534 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2536 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2538 if (gl_info->supported[ARB_VERTEX_SHADER])
2540 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2541 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2542 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2544 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2546 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2547 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2548 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2549 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2550 gl_info->limits.glsl_varyings = gl_max;
2551 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2553 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2555 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2556 unsigned int major, minor;
2558 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2560 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2561 sscanf(str, "%u.%u", &major, &minor);
2562 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2564 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2566 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2570 gl_info->limits.shininess = 128.0f;
2572 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2574 /* If we have full NP2 texture support, disable
2575 * GL_ARB_texture_rectangle because we will never use it.
2576 * This saves a few redundant glDisable calls. */
2577 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2579 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2581 /* Disable NV_register_combiners and fragment shader if this is supported.
2582 * generally the NV extensions are preferred over the ATI ones, and this
2583 * extension is disabled if register_combiners and texture_shader2 are both
2584 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2585 * fragment processing support. */
2586 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2587 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2588 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2589 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2591 if (gl_info->supported[NV_HALF_FLOAT])
2593 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2594 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2596 if (gl_info->supported[ARB_POINT_SPRITE])
2598 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2602 gl_info->limits.point_sprite_units = 0;
2604 checkGLcall("extension detection");
2608 adapter->fragment_pipe = select_fragment_implementation(adapter);
2609 adapter->shader_backend = select_shader_backend(adapter);
2610 adapter->blitter = select_blit_implementation(adapter);
2612 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2613 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2614 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2616 /* In some cases the number of texture stages can be larger than the number
2617 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2618 * shaders), but 8 texture stages (register combiners). */
2619 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2621 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2623 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2624 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2625 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2626 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2627 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2628 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2629 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2630 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2631 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2632 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2633 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2634 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2635 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2636 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2637 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2638 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2639 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2640 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2641 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2645 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2647 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2648 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2649 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2650 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2651 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2652 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2653 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2654 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2655 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2656 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2657 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2658 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2659 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2660 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2661 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2662 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2663 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2665 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2667 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2668 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2670 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2672 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2674 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2676 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2680 /* MRTs are currently only supported when FBOs are used. */
2681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2683 gl_info->limits.buffers = 1;
2686 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2687 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2688 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2690 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2691 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2693 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2694 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2695 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2696 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2697 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2698 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2699 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2700 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2702 /* Make sure there's an active HDC else the WGL extensions will fail */
2703 hdc = pwglGetCurrentDC();
2705 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2706 if(GL_EXTCALL(wglGetExtensionsStringARB))
2707 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2709 if (NULL == WGL_Extensions) {
2710 ERR(" WGL_Extensions returns NULL\n");
2712 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2713 while (*WGL_Extensions != 0x00) {
2717 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2718 Start = WGL_Extensions;
2719 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2723 len = WGL_Extensions - Start;
2724 if (len == 0 || len >= sizeof(ThisExtn))
2727 memcpy(ThisExtn, Start, len);
2728 ThisExtn[len] = '\0';
2729 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2731 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2732 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2733 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2735 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2736 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2737 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2743 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2744 init_driver_info(driver_info, card_vendor, device);
2745 add_gl_compat_wrappers(gl_info);
2750 /**********************************************************
2751 * IWineD3D implementation follows
2752 **********************************************************/
2754 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2757 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2759 return This->adapter_count;
2762 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2764 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2769 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2770 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2772 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2774 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2778 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2781 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2782 of the same bpp but different resolutions */
2784 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2785 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2787 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2789 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2791 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2795 /* TODO: Store modes per adapter and read it from the adapter structure */
2798 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2799 UINT format_bits = format->byte_count * CHAR_BIT;
2804 memset(&mode, 0, sizeof(mode));
2805 mode.dmSize = sizeof(mode);
2807 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2811 if (format_id == WINED3DFMT_UNKNOWN)
2813 /* This is for D3D8, do not enumerate P8 here */
2814 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2816 else if (mode.dmBitsPerPel == format_bits)
2822 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2825 FIXME_(d3d_caps)("Adapter not primary display\n");
2830 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2831 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2832 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2834 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2836 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2837 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2839 /* Validate the parameters as much as possible */
2840 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2841 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2843 return WINED3DERR_INVALIDCALL;
2846 /* TODO: Store modes per adapter and read it from the adapter structure */
2849 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2850 UINT format_bits = format->byte_count * CHAR_BIT;
2856 ZeroMemory(&DevModeW, sizeof(DevModeW));
2857 DevModeW.dmSize = sizeof(DevModeW);
2859 /* If we are filtering to a specific format (D3D9), then need to skip
2860 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2861 just count through the ones with valid bit depths */
2862 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2864 if (format_id == WINED3DFMT_UNKNOWN)
2866 /* This is for D3D8, do not enumerate P8 here */
2867 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2869 else if (DevModeW.dmBitsPerPel == format_bits)
2877 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2878 return WINED3DERR_INVALIDCALL;
2882 /* Now get the display mode via the calculated index */
2883 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2884 pMode->Width = DevModeW.dmPelsWidth;
2885 pMode->Height = DevModeW.dmPelsHeight;
2886 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2887 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2888 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2890 if (format_id == WINED3DFMT_UNKNOWN)
2891 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2893 pMode->Format = format_id;
2897 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2898 return WINED3DERR_INVALIDCALL;
2901 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2902 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2903 DevModeW.dmBitsPerPel);
2908 FIXME_(d3d_caps)("Adapter not primary display\n");
2914 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2916 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2918 if (NULL == pMode ||
2919 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2920 return WINED3DERR_INVALIDCALL;
2923 if (Adapter == 0) { /* Display */
2927 ZeroMemory(&DevModeW, sizeof(DevModeW));
2928 DevModeW.dmSize = sizeof(DevModeW);
2930 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2931 pMode->Width = DevModeW.dmPelsWidth;
2932 pMode->Height = DevModeW.dmPelsHeight;
2933 bpp = DevModeW.dmBitsPerPel;
2934 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2935 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2937 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2940 pMode->Format = pixelformat_for_depth(bpp);
2942 FIXME_(d3d_caps)("Adapter not primary display\n");
2945 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2946 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2950 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2951 and fields being inserted in the middle, a new structure is used in place */
2952 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2953 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2954 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2955 struct wined3d_adapter *adapter;
2958 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2960 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2961 return WINED3DERR_INVALIDCALL;
2964 adapter = &This->adapters[Adapter];
2966 /* Return the information requested */
2967 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2969 if (pIdentifier->driver_size)
2971 const char *name = adapter->driver_info.name;
2972 len = min(strlen(name), pIdentifier->driver_size - 1);
2973 memcpy(pIdentifier->driver, name, len);
2974 pIdentifier->driver[len] = '\0';
2977 if (pIdentifier->description_size)
2979 const char *description = adapter->driver_info.description;
2980 len = min(strlen(description), pIdentifier->description_size - 1);
2981 memcpy(pIdentifier->description, description, len);
2982 pIdentifier->description[len] = '\0';
2985 /* Note that d3d8 doesn't supply a device name. */
2986 if (pIdentifier->device_name_size)
2988 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2990 len = strlen(device_name);
2991 if (len >= pIdentifier->device_name_size)
2993 ERR("Device name size too small.\n");
2994 return WINED3DERR_INVALIDCALL;
2997 memcpy(pIdentifier->device_name, device_name, len);
2998 pIdentifier->device_name[len] = '\0';
3001 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3002 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3003 pIdentifier->vendor_id = adapter->driver_info.vendor;
3004 pIdentifier->device_id = adapter->driver_info.device;
3005 pIdentifier->subsystem_id = 0;
3006 pIdentifier->revision = 0;
3007 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3008 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3009 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3010 pIdentifier->video_memory = adapter->TextureRam;
3015 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3016 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3018 short redSize, greenSize, blueSize, alphaSize, colorBits;
3023 /* Float formats need FBOs. If FBOs are used this function isn't called */
3024 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3026 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3027 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3029 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3033 if(cfg->redSize < redSize)
3036 if(cfg->greenSize < greenSize)
3039 if(cfg->blueSize < blueSize)
3042 if(cfg->alphaSize < alphaSize)
3048 /* Probably a RGBA_float or color index mode */
3052 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3053 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3055 short depthSize, stencilSize;
3056 BOOL lockable = FALSE;
3061 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3063 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3067 /* Float formats need FBOs. If FBOs are used this function isn't called */
3068 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3070 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3073 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3074 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3075 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3076 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3079 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3080 * allow more stencil bits than requested. */
3081 if(cfg->stencilSize < stencilSize)
3087 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3088 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3089 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3091 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3093 const WineD3D_PixelFormat *cfgs;
3094 const struct wined3d_adapter *adapter;
3095 const struct wined3d_format *rt_format;
3096 const struct wined3d_format *ds_format;
3099 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3101 DeviceType, debug_d3ddevicetype(DeviceType),
3102 AdapterFormat, debug_d3dformat(AdapterFormat),
3103 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3104 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3106 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3107 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3108 return WINED3DERR_INVALIDCALL;
3111 adapter = &This->adapters[Adapter];
3112 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3113 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3114 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3116 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3117 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3119 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3125 cfgs = adapter->cfgs;
3126 nCfgs = adapter->nCfgs;
3127 for (it = 0; it < nCfgs; ++it)
3129 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3131 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3133 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3139 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3141 return WINED3DERR_NOTAVAILABLE;
3144 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3145 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3146 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3148 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3149 const struct wined3d_adapter *adapter;
3150 const struct wined3d_format *format;
3152 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3155 DeviceType, debug_d3ddevicetype(DeviceType),
3156 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3161 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3162 return WINED3DERR_INVALIDCALL;
3165 /* TODO: handle Windowed, add more quality levels */
3167 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3168 if(pQualityLevels) *pQualityLevels = 1;
3172 /* By default multisampling is disabled right now as it causes issues
3173 * on some Nvidia driver versions and it doesn't work well in combination
3175 if(!wined3d_settings.allow_multisampling)
3176 return WINED3DERR_NOTAVAILABLE;
3178 adapter = &This->adapters[Adapter];
3179 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3180 if (!format) return WINED3DERR_INVALIDCALL;
3182 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3185 const WineD3D_PixelFormat *cfgs;
3187 cfgs = adapter->cfgs;
3188 nCfgs = adapter->nCfgs;
3189 for(i=0; i<nCfgs; i++) {
3190 if(cfgs[i].numSamples != MultiSampleType)
3193 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3196 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3199 *pQualityLevels = 1; /* Guess at a value! */
3203 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3205 short redSize, greenSize, blueSize, alphaSize, colorBits;
3207 const WineD3D_PixelFormat *cfgs;
3209 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3211 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3212 return WINED3DERR_NOTAVAILABLE;
3215 cfgs = adapter->cfgs;
3216 nCfgs = adapter->nCfgs;
3217 for(i=0; i<nCfgs; i++) {
3218 if(cfgs[i].numSamples != MultiSampleType)
3220 if(cfgs[i].redSize != redSize)
3222 if(cfgs[i].greenSize != greenSize)
3224 if(cfgs[i].blueSize != blueSize)
3226 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3227 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3229 if (cfgs[i].colorSize != (format->byte_count << 3))
3232 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3235 *pQualityLevels = 1; /* Guess at a value! */
3239 return WINED3DERR_NOTAVAILABLE;
3242 /* Check if we support bumpmapping for a format */
3243 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3245 /* Ask the fixed function pipeline implementation if it can deal
3246 * with the conversion. If we've got a GL extension giving native
3247 * support this will be an identity conversion. */
3248 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3249 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3252 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3253 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3254 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3258 /* Only allow depth/stencil formats */
3259 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3261 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3263 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3264 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3268 /* Walk through all WGL pixel formats to find a match */
3269 for (it = 0; it < adapter->nCfgs; ++it)
3271 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3272 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3274 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3285 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3287 /* The flags entry of a format contains the filtering capability */
3288 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3293 /* Check the render target capabilities of a format */
3294 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3295 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3297 /* Filter out non-RT formats */
3298 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3299 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3301 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3303 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3304 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3306 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3307 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3309 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3310 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3311 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3312 TRACE_(d3d_caps)("[FAILED]\n");
3316 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3317 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3318 for (it = 0; it < adapter->nCfgs; ++it)
3320 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3321 &cfgs[it], check_format))
3323 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3324 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3329 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3331 /* For now return TRUE for FBOs until we have some proper checks.
3332 * Note that this function will only be called when the format is around for texturing. */
3338 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3340 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3343 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3345 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3346 * doing the color fixup in shaders.
3347 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3348 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3350 int vs_selected_mode;
3351 int ps_selected_mode;
3352 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3354 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3355 TRACE_(d3d_caps)("[OK]\n");
3360 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3364 /* Check if a format support blending in combination with pixel shaders */
3365 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3366 const struct wined3d_format *format)
3368 /* The flags entry of a format contains the post pixel shader blending capability */
3369 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3374 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3376 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3377 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3378 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3379 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3380 * capability anyway.
3382 * For now lets report this on all formats, but in the future we may want to
3383 * restrict it to some should games need that
3388 /* Check if a texture format is supported on the given adapter */
3389 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3391 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3396 * supported: RGB(A) formats
3398 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3399 case WINED3DFMT_B8G8R8A8_UNORM:
3400 case WINED3DFMT_B8G8R8X8_UNORM:
3401 case WINED3DFMT_B5G6R5_UNORM:
3402 case WINED3DFMT_B5G5R5X1_UNORM:
3403 case WINED3DFMT_B5G5R5A1_UNORM:
3404 case WINED3DFMT_B4G4R4A4_UNORM:
3405 case WINED3DFMT_A8_UNORM:
3406 case WINED3DFMT_B4G4R4X4_UNORM:
3407 case WINED3DFMT_R8G8B8A8_UNORM:
3408 case WINED3DFMT_R8G8B8X8_UNORM:
3409 case WINED3DFMT_B10G10R10A2_UNORM:
3410 case WINED3DFMT_R10G10B10A2_UNORM:
3411 case WINED3DFMT_R16G16_UNORM:
3412 TRACE_(d3d_caps)("[OK]\n");
3415 case WINED3DFMT_B2G3R3_UNORM:
3416 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3420 * Not supported: Palettized
3421 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3422 * Since it is not widely available, don't offer it. Further no Windows driver offers
3423 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3425 case WINED3DFMT_P8_UINT:
3426 case WINED3DFMT_P8_UINT_A8_UNORM:
3430 * Supported: (Alpha)-Luminance
3432 case WINED3DFMT_L8_UNORM:
3433 case WINED3DFMT_L8A8_UNORM:
3434 case WINED3DFMT_L16_UNORM:
3435 TRACE_(d3d_caps)("[OK]\n");
3438 /* Not supported on Windows, thus disabled */
3439 case WINED3DFMT_L4A4_UNORM:
3440 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3444 * Supported: Depth/Stencil formats
3446 case WINED3DFMT_D16_LOCKABLE:
3447 case WINED3DFMT_D16_UNORM:
3448 case WINED3DFMT_S1_UINT_D15_UNORM:
3449 case WINED3DFMT_X8D24_UNORM:
3450 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3451 case WINED3DFMT_D24_UNORM_S8_UINT:
3452 case WINED3DFMT_S8_UINT_D24_FLOAT:
3453 case WINED3DFMT_D32_UNORM:
3454 case WINED3DFMT_D32_FLOAT:
3458 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3459 * GL_NV_texture_shader). Emulated by shaders
3461 case WINED3DFMT_R8G8_SNORM:
3462 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3463 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3464 case WINED3DFMT_R8G8B8A8_SNORM:
3465 case WINED3DFMT_R16G16_SNORM:
3466 /* Ask the shader backend if it can deal with the conversion. If
3467 * we've got a GL extension giving native support this will be an
3468 * identity conversion. */
3469 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3471 TRACE_(d3d_caps)("[OK]\n");
3474 TRACE_(d3d_caps)("[FAILED]\n");
3477 case WINED3DFMT_DXT1:
3478 case WINED3DFMT_DXT2:
3479 case WINED3DFMT_DXT3:
3480 case WINED3DFMT_DXT4:
3481 case WINED3DFMT_DXT5:
3482 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3484 TRACE_(d3d_caps)("[OK]\n");
3487 TRACE_(d3d_caps)("[FAILED]\n");
3492 * Odd formats - not supported
3494 case WINED3DFMT_VERTEXDATA:
3495 case WINED3DFMT_R16_UINT:
3496 case WINED3DFMT_R32_UINT:
3497 case WINED3DFMT_R16G16B16A16_SNORM:
3498 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3499 case WINED3DFMT_R10G11B11_SNORM:
3500 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3504 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3506 case WINED3DFMT_R8G8_SNORM_Cx:
3507 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3511 case WINED3DFMT_UYVY:
3512 case WINED3DFMT_YUY2:
3513 if (gl_info->supported[APPLE_YCBCR_422])
3515 TRACE_(d3d_caps)("[OK]\n");
3518 TRACE_(d3d_caps)("[FAILED]\n");
3520 case WINED3DFMT_YV12:
3521 TRACE_(d3d_caps)("[FAILED]\n");
3525 case WINED3DFMT_R16G16B16A16_UNORM:
3526 case WINED3DFMT_B2G3R3A8_UNORM:
3527 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3530 /* Floating point formats */
3531 case WINED3DFMT_R16_FLOAT:
3532 case WINED3DFMT_R16G16_FLOAT:
3533 case WINED3DFMT_R16G16B16A16_FLOAT:
3534 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3536 TRACE_(d3d_caps)("[OK]\n");
3539 TRACE_(d3d_caps)("[FAILED]\n");
3542 case WINED3DFMT_R32_FLOAT:
3543 case WINED3DFMT_R32G32_FLOAT:
3544 case WINED3DFMT_R32G32B32A32_FLOAT:
3545 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3547 TRACE_(d3d_caps)("[OK]\n");
3550 TRACE_(d3d_caps)("[FAILED]\n");
3553 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3554 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3555 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3556 * We can do instancing with all shader versions, but we need vertex shaders.
3558 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3559 * to enable instancing. WineD3D doesn't need that and just ignores it.
3561 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3563 case WINED3DFMT_INST:
3564 TRACE("ATI Instancing check hack\n");
3565 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3567 TRACE_(d3d_caps)("[OK]\n");
3570 TRACE_(d3d_caps)("[FAILED]\n");
3573 /* Some weird FOURCC formats */
3574 case WINED3DFMT_R8G8_B8G8:
3575 case WINED3DFMT_G8R8_G8B8:
3576 case WINED3DFMT_MULTI2_ARGB8:
3577 TRACE_(d3d_caps)("[FAILED]\n");
3580 /* Vendor specific formats */
3581 case WINED3DFMT_ATI2N:
3582 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3583 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3585 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3586 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3588 TRACE_(d3d_caps)("[OK]\n");
3592 TRACE_(d3d_caps)("[OK]\n");
3595 TRACE_(d3d_caps)("[FAILED]\n");
3598 case WINED3DFMT_NVHU:
3599 case WINED3DFMT_NVHS:
3600 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3601 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3602 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3603 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3604 * Applications have to deal with not having NVHS and NVHU.
3606 TRACE_(d3d_caps)("[FAILED]\n");
3609 case WINED3DFMT_UNKNOWN:
3613 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3619 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3620 const struct wined3d_format *adapter_format,
3621 const struct wined3d_format *check_format,
3622 WINED3DSURFTYPE SurfaceType)
3624 if (SurfaceType == SURFACE_GDI)
3626 switch (check_format->id)
3628 case WINED3DFMT_B8G8R8_UNORM:
3629 case WINED3DFMT_B8G8R8A8_UNORM:
3630 case WINED3DFMT_B8G8R8X8_UNORM:
3631 case WINED3DFMT_B5G6R5_UNORM:
3632 case WINED3DFMT_B5G5R5X1_UNORM:
3633 case WINED3DFMT_B5G5R5A1_UNORM:
3634 case WINED3DFMT_B4G4R4A4_UNORM:
3635 case WINED3DFMT_B2G3R3_UNORM:
3636 case WINED3DFMT_A8_UNORM:
3637 case WINED3DFMT_B2G3R3A8_UNORM:
3638 case WINED3DFMT_B4G4R4X4_UNORM:
3639 case WINED3DFMT_R10G10B10A2_UNORM:
3640 case WINED3DFMT_R8G8B8A8_UNORM:
3641 case WINED3DFMT_R8G8B8X8_UNORM:
3642 case WINED3DFMT_R16G16_UNORM:
3643 case WINED3DFMT_B10G10R10A2_UNORM:
3644 case WINED3DFMT_R16G16B16A16_UNORM:
3645 case WINED3DFMT_P8_UINT:
3646 TRACE_(d3d_caps)("[OK]\n");
3649 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3654 /* All format that are supported for textures are supported for surfaces as well */
3655 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3656 /* All depth stencil formats are supported on surfaces */
3657 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3659 /* If opengl can't process the format natively, the blitter may be able to convert it */
3660 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3661 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3662 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3664 TRACE_(d3d_caps)("[OK]\n");
3668 /* Reject other formats */
3669 TRACE_(d3d_caps)("[FAILED]\n");
3673 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3674 const struct wined3d_format *format)
3676 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3679 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3680 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3681 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3683 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3684 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3685 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3686 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3687 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3688 DWORD UsageCaps = 0;
3690 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3693 DeviceType, debug_d3ddevicetype(DeviceType),
3694 AdapterFormat, debug_d3dformat(AdapterFormat),
3695 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3696 RType, debug_d3dresourcetype(RType),
3697 CheckFormat, debug_d3dformat(CheckFormat));
3699 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3700 return WINED3DERR_INVALIDCALL;
3705 case WINED3DRTYPE_CUBETEXTURE:
3706 /* Cubetexture allows:
3707 * - WINED3DUSAGE_AUTOGENMIPMAP
3708 * - WINED3DUSAGE_DEPTHSTENCIL
3709 * - WINED3DUSAGE_DYNAMIC
3710 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3711 * - WINED3DUSAGE_RENDERTARGET
3712 * - WINED3DUSAGE_SOFTWAREPROCESSING
3713 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3715 if (SurfaceType != SURFACE_OPENGL)
3717 TRACE_(d3d_caps)("[FAILED]\n");
3718 return WINED3DERR_NOTAVAILABLE;
3721 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3723 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3724 return WINED3DERR_NOTAVAILABLE;
3727 if (!CheckTextureCapability(adapter, format))
3729 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3730 return WINED3DERR_NOTAVAILABLE;
3733 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3735 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3736 /* When autogenmipmap isn't around continue and return
3737 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3738 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3740 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3743 /* Always report dynamic locking. */
3744 if (Usage & WINED3DUSAGE_DYNAMIC)
3745 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3747 if (Usage & WINED3DUSAGE_RENDERTARGET)
3749 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3751 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3752 return WINED3DERR_NOTAVAILABLE;
3754 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3757 /* Always report software processing. */
3758 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3759 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3761 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3763 if (!CheckFilterCapability(adapter, format))
3765 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3766 return WINED3DERR_NOTAVAILABLE;
3768 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3771 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3773 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3775 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3776 return WINED3DERR_NOTAVAILABLE;
3778 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3781 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3783 if (!CheckSrgbReadCapability(adapter, format))
3785 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3786 return WINED3DERR_NOTAVAILABLE;
3788 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3791 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3793 if (!CheckSrgbWriteCapability(adapter, format))
3795 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3796 return WINED3DERR_NOTAVAILABLE;
3798 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3801 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3803 if (!CheckVertexTextureCapability(adapter, format))
3805 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3806 return WINED3DERR_NOTAVAILABLE;
3808 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3811 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3813 if (!CheckWrapAndMipCapability(adapter, format))
3815 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3816 return WINED3DERR_NOTAVAILABLE;
3818 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3822 case WINED3DRTYPE_SURFACE:
3824 * - WINED3DUSAGE_DEPTHSTENCIL
3825 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3826 * - WINED3DUSAGE_RENDERTARGET
3828 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3830 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3831 return WINED3DERR_NOTAVAILABLE;
3834 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3836 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3838 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3839 return WINED3DERR_NOTAVAILABLE;
3841 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3844 if (Usage & WINED3DUSAGE_RENDERTARGET)
3846 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3848 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3849 return WINED3DERR_NOTAVAILABLE;
3851 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3854 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3856 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3858 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3859 return WINED3DERR_NOTAVAILABLE;
3861 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3865 case WINED3DRTYPE_TEXTURE:
3867 * - WINED3DUSAGE_AUTOGENMIPMAP
3868 * - WINED3DUSAGE_DEPTHSTENCIL
3869 * - WINED3DUSAGE_DMAP
3870 * - WINED3DUSAGE_DYNAMIC
3871 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3872 * - WINED3DUSAGE_RENDERTARGET
3873 * - WINED3DUSAGE_SOFTWAREPROCESSING
3874 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3875 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3877 if (SurfaceType != SURFACE_OPENGL)
3879 TRACE_(d3d_caps)("[FAILED]\n");
3880 return WINED3DERR_NOTAVAILABLE;
3883 if (!CheckTextureCapability(adapter, format))
3885 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3886 return WINED3DERR_NOTAVAILABLE;
3889 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3891 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3892 /* When autogenmipmap isn't around continue and return
3893 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3894 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3896 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3899 /* Always report dynamic locking. */
3900 if (Usage & WINED3DUSAGE_DYNAMIC)
3901 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3903 if (Usage & WINED3DUSAGE_RENDERTARGET)
3905 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3907 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3908 return WINED3DERR_NOTAVAILABLE;
3910 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3913 /* Always report software processing. */
3914 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3915 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3917 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3919 if (!CheckFilterCapability(adapter, format))
3921 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3922 return WINED3DERR_NOTAVAILABLE;
3924 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3927 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3929 if (!CheckBumpMapCapability(adapter, format))
3931 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3932 return WINED3DERR_NOTAVAILABLE;
3934 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3937 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3939 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3941 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3942 return WINED3DERR_NOTAVAILABLE;
3944 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3947 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3949 if (!CheckSrgbReadCapability(adapter, format))
3951 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3952 return WINED3DERR_NOTAVAILABLE;
3954 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3957 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3959 if (!CheckSrgbWriteCapability(adapter, format))
3961 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3962 return WINED3DERR_NOTAVAILABLE;
3964 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3967 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3969 if (!CheckVertexTextureCapability(adapter, format))
3971 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3972 return WINED3DERR_NOTAVAILABLE;
3974 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3977 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3979 if (!CheckWrapAndMipCapability(adapter, format))
3981 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3982 return WINED3DERR_NOTAVAILABLE;
3984 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3987 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3989 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3991 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3992 return WINED3DERR_NOTAVAILABLE;
3994 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3996 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3997 return WINED3DERR_NOTAVAILABLE;
3999 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4003 case WINED3DRTYPE_VOLUMETEXTURE:
4004 case WINED3DRTYPE_VOLUME:
4005 /* Volume is to VolumeTexture what Surface is to Texture, but its
4006 * usage caps are not documented. Most driver seem to offer
4007 * (nearly) the same on Volume and VolumeTexture, so do that too.
4009 * Volumetexture allows:
4010 * - D3DUSAGE_DYNAMIC
4011 * - D3DUSAGE_NONSECURE (d3d9ex)
4012 * - D3DUSAGE_SOFTWAREPROCESSING
4013 * - D3DUSAGE_QUERY_WRAPANDMIP
4015 if (SurfaceType != SURFACE_OPENGL)
4017 TRACE_(d3d_caps)("[FAILED]\n");
4018 return WINED3DERR_NOTAVAILABLE;
4021 if (!gl_info->supported[EXT_TEXTURE3D])
4023 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4024 return WINED3DERR_NOTAVAILABLE;
4027 if (!CheckTextureCapability(adapter, format))
4029 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4030 return WINED3DERR_NOTAVAILABLE;
4033 /* Filter formats that need conversion; For one part, this
4034 * conversion is unimplemented, and volume textures are huge, so
4035 * it would be a big performance hit. Unless we hit an application
4036 * needing one of those formats, don't advertize them to avoid
4037 * leading applications into temptation. The windows drivers don't
4038 * support most of those formats on volumes anyway, except for
4039 * WINED3DFMT_R32_FLOAT. */
4040 switch (CheckFormat)
4042 case WINED3DFMT_P8_UINT:
4043 case WINED3DFMT_L4A4_UNORM:
4044 case WINED3DFMT_R32_FLOAT:
4045 case WINED3DFMT_R16_FLOAT:
4046 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4047 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4048 case WINED3DFMT_R16G16_UNORM:
4049 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4050 return WINED3DERR_NOTAVAILABLE;
4052 case WINED3DFMT_R8G8B8A8_SNORM:
4053 case WINED3DFMT_R16G16_SNORM:
4054 if (!gl_info->supported[NV_TEXTURE_SHADER])
4056 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4057 return WINED3DERR_NOTAVAILABLE;
4061 case WINED3DFMT_R8G8_SNORM:
4062 if (!gl_info->supported[NV_TEXTURE_SHADER])
4064 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4065 return WINED3DERR_NOTAVAILABLE;
4069 case WINED3DFMT_DXT1:
4070 case WINED3DFMT_DXT2:
4071 case WINED3DFMT_DXT3:
4072 case WINED3DFMT_DXT4:
4073 case WINED3DFMT_DXT5:
4074 /* The GL_EXT_texture_compression_s3tc spec requires that
4075 * loading an s3tc compressed texture results in an error.
4076 * While the D3D refrast does support s3tc volumes, at
4077 * least the nvidia windows driver does not, so we're free
4078 * not to support this format. */
4079 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4080 return WINED3DERR_NOTAVAILABLE;
4083 /* Do nothing, continue with checking the format below */
4087 /* Always report dynamic locking. */
4088 if (Usage & WINED3DUSAGE_DYNAMIC)
4089 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4091 /* Always report software processing. */
4092 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4093 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4095 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4097 if (!CheckFilterCapability(adapter, format))
4099 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4100 return WINED3DERR_NOTAVAILABLE;
4102 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4105 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4107 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4109 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4110 return WINED3DERR_NOTAVAILABLE;
4112 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4115 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4117 if (!CheckSrgbReadCapability(adapter, format))
4119 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4120 return WINED3DERR_NOTAVAILABLE;
4122 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4125 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4127 if (!CheckSrgbWriteCapability(adapter, format))
4129 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4130 return WINED3DERR_NOTAVAILABLE;
4132 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4135 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4137 if (!CheckVertexTextureCapability(adapter, format))
4139 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4140 return WINED3DERR_NOTAVAILABLE;
4142 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4145 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4147 if (!CheckWrapAndMipCapability(adapter, format))
4149 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4150 return WINED3DERR_NOTAVAILABLE;
4152 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4157 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4158 return WINED3DERR_NOTAVAILABLE;
4161 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4162 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4163 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4164 if (UsageCaps == Usage)
4166 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4167 return WINED3DOK_NOAUTOGEN;
4169 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4170 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4172 return WINED3DERR_NOTAVAILABLE;
4175 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4176 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4178 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4179 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4180 debug_d3dformat(dst_format));
4185 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4186 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4191 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4192 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4193 debug_d3dformat(backbuffer_format), windowed);
4195 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4197 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4198 return WINED3DERR_INVALIDCALL;
4201 /* The task of this function is to check whether a certain display / backbuffer format
4202 * combination is available on the given adapter. In fullscreen mode microsoft specified
4203 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4204 * and display format should match exactly.
4205 * In windowed mode format conversion can occur and this depends on the driver. When format
4206 * conversion is done, this function should nevertheless fail and applications need to use
4207 * CheckDeviceFormatConversion.
4208 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4210 /* There are only 4 display formats. */
4211 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4212 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4213 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4214 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4216 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4217 return WINED3DERR_NOTAVAILABLE;
4220 /* If the requested display format is not available, don't continue. */
4221 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4224 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4225 return WINED3DERR_NOTAVAILABLE;
4228 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4229 * it means 'reuse' the display format for the backbuffer. */
4230 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4232 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4233 return WINED3DERR_NOTAVAILABLE;
4236 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4237 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4238 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4240 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4241 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4242 return WINED3DERR_NOTAVAILABLE;
4245 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4246 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4247 * WINED3DFMT_B5G5R5A1_UNORM. */
4248 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4249 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4251 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4252 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4253 return WINED3DERR_NOTAVAILABLE;
4256 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4257 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4258 * WINED3DFMT_B8G8R8A8_UNORM. */
4259 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4260 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4262 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4263 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4264 return WINED3DERR_NOTAVAILABLE;
4267 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4268 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4269 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4270 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4272 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4273 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4274 return WINED3DERR_NOTAVAILABLE;
4277 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4278 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4279 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4281 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4282 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4287 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4288 subset of a D3DCAPS9 structure. However, it has to come via a void *
4289 as the d3d8 interface cannot import the d3d9 header */
4290 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4292 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4293 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4294 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4295 int vs_selected_mode;
4296 int ps_selected_mode;
4297 struct shader_caps shader_caps;
4298 struct fragment_caps fragment_caps;
4299 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4301 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4303 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4304 return WINED3DERR_INVALIDCALL;
4307 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4309 /* ------------------------------------------------
4310 The following fields apply to both d3d8 and d3d9
4311 ------------------------------------------------ */
4312 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4313 pCaps->AdapterOrdinal = Adapter;
4316 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4317 WINED3DCAPS2_FULLSCREENGAMMA |
4318 WINED3DCAPS2_DYNAMICTEXTURES;
4319 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4321 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4324 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4325 WINED3DCAPS3_COPY_TO_VIDMEM |
4326 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4328 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4329 WINED3DPRESENT_INTERVAL_ONE;
4331 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4332 WINED3DCURSORCAPS_LOWRES;
4334 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4335 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4336 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4337 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4338 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4339 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4340 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4341 WINED3DDEVCAPS_PUREDEVICE |
4342 WINED3DDEVCAPS_HWRASTERIZATION |
4343 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4344 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4345 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4346 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4347 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4348 WINED3DDEVCAPS_RTPATCHES;
4350 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4351 WINED3DPMISCCAPS_CULLCCW |
4352 WINED3DPMISCCAPS_CULLCW |
4353 WINED3DPMISCCAPS_COLORWRITEENABLE |
4354 WINED3DPMISCCAPS_CLIPTLVERTS |
4355 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4356 WINED3DPMISCCAPS_MASKZ |
4357 WINED3DPMISCCAPS_BLENDOP |
4358 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4360 WINED3DPMISCCAPS_NULLREFERENCE
4361 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4362 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4363 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4365 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4366 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4367 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4368 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4370 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4371 WINED3DPRASTERCAPS_PAT |
4372 WINED3DPRASTERCAPS_WFOG |
4373 WINED3DPRASTERCAPS_ZFOG |
4374 WINED3DPRASTERCAPS_FOGVERTEX |
4375 WINED3DPRASTERCAPS_FOGTABLE |
4376 WINED3DPRASTERCAPS_STIPPLE |
4377 WINED3DPRASTERCAPS_SUBPIXEL |
4378 WINED3DPRASTERCAPS_ZTEST |
4379 WINED3DPRASTERCAPS_SCISSORTEST |
4380 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4381 WINED3DPRASTERCAPS_DEPTHBIAS;
4383 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4385 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4386 WINED3DPRASTERCAPS_ZBIAS |
4387 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4389 if (gl_info->supported[NV_FOG_DISTANCE])
4391 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4394 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4395 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4396 WINED3DPRASTERCAPS_ANTIALIASEDGES
4397 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4398 WINED3DPRASTERCAPS_WBUFFER */
4400 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4401 WINED3DPCMPCAPS_EQUAL |
4402 WINED3DPCMPCAPS_GREATER |
4403 WINED3DPCMPCAPS_GREATEREQUAL |
4404 WINED3DPCMPCAPS_LESS |
4405 WINED3DPCMPCAPS_LESSEQUAL |
4406 WINED3DPCMPCAPS_NEVER |
4407 WINED3DPCMPCAPS_NOTEQUAL;
4409 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4410 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4411 WINED3DPBLENDCAPS_DESTALPHA |
4412 WINED3DPBLENDCAPS_DESTCOLOR |
4413 WINED3DPBLENDCAPS_INVDESTALPHA |
4414 WINED3DPBLENDCAPS_INVDESTCOLOR |
4415 WINED3DPBLENDCAPS_INVSRCALPHA |
4416 WINED3DPBLENDCAPS_INVSRCCOLOR |
4417 WINED3DPBLENDCAPS_ONE |
4418 WINED3DPBLENDCAPS_SRCALPHA |
4419 WINED3DPBLENDCAPS_SRCALPHASAT |
4420 WINED3DPBLENDCAPS_SRCCOLOR |
4421 WINED3DPBLENDCAPS_ZERO;
4423 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4424 WINED3DPBLENDCAPS_DESTCOLOR |
4425 WINED3DPBLENDCAPS_INVDESTALPHA |
4426 WINED3DPBLENDCAPS_INVDESTCOLOR |
4427 WINED3DPBLENDCAPS_INVSRCALPHA |
4428 WINED3DPBLENDCAPS_INVSRCCOLOR |
4429 WINED3DPBLENDCAPS_ONE |
4430 WINED3DPBLENDCAPS_SRCALPHA |
4431 WINED3DPBLENDCAPS_SRCCOLOR |
4432 WINED3DPBLENDCAPS_ZERO;
4433 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4434 * according to the glBlendFunc manpage
4436 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4437 * legacy settings for srcblend only
4440 if (gl_info->supported[EXT_BLEND_COLOR])
4442 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4443 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4447 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4448 WINED3DPCMPCAPS_EQUAL |
4449 WINED3DPCMPCAPS_GREATER |
4450 WINED3DPCMPCAPS_GREATEREQUAL |
4451 WINED3DPCMPCAPS_LESS |
4452 WINED3DPCMPCAPS_LESSEQUAL |
4453 WINED3DPCMPCAPS_NEVER |
4454 WINED3DPCMPCAPS_NOTEQUAL;
4456 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4457 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4458 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4459 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4460 WINED3DPSHADECAPS_COLORFLATRGB |
4461 WINED3DPSHADECAPS_FOGFLAT |
4462 WINED3DPSHADECAPS_FOGGOURAUD |
4463 WINED3DPSHADECAPS_SPECULARFLATRGB;
4465 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4466 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4467 WINED3DPTEXTURECAPS_TRANSPARENCY |
4468 WINED3DPTEXTURECAPS_BORDER |
4469 WINED3DPTEXTURECAPS_MIPMAP |
4470 WINED3DPTEXTURECAPS_PROJECTED |
4471 WINED3DPTEXTURECAPS_PERSPECTIVE;
4473 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4475 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4476 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4479 if (gl_info->supported[EXT_TEXTURE3D])
4481 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4482 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4483 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4486 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4488 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4489 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4490 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4494 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4495 WINED3DPTFILTERCAPS_MAGFPOINT |
4496 WINED3DPTFILTERCAPS_MINFLINEAR |
4497 WINED3DPTFILTERCAPS_MINFPOINT |
4498 WINED3DPTFILTERCAPS_MIPFLINEAR |
4499 WINED3DPTFILTERCAPS_MIPFPOINT |
4500 WINED3DPTFILTERCAPS_LINEAR |
4501 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4502 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4503 WINED3DPTFILTERCAPS_MIPLINEAR |
4504 WINED3DPTFILTERCAPS_MIPNEAREST |
4505 WINED3DPTFILTERCAPS_NEAREST;
4507 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4509 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4510 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4513 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4515 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4516 WINED3DPTFILTERCAPS_MAGFPOINT |
4517 WINED3DPTFILTERCAPS_MINFLINEAR |
4518 WINED3DPTFILTERCAPS_MINFPOINT |
4519 WINED3DPTFILTERCAPS_MIPFLINEAR |
4520 WINED3DPTFILTERCAPS_MIPFPOINT |
4521 WINED3DPTFILTERCAPS_LINEAR |
4522 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4523 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4524 WINED3DPTFILTERCAPS_MIPLINEAR |
4525 WINED3DPTFILTERCAPS_MIPNEAREST |
4526 WINED3DPTFILTERCAPS_NEAREST;
4528 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4530 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4531 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4534 pCaps->CubeTextureFilterCaps = 0;
4536 if (gl_info->supported[EXT_TEXTURE3D])
4538 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4539 WINED3DPTFILTERCAPS_MAGFPOINT |
4540 WINED3DPTFILTERCAPS_MINFLINEAR |
4541 WINED3DPTFILTERCAPS_MINFPOINT |
4542 WINED3DPTFILTERCAPS_MIPFLINEAR |
4543 WINED3DPTFILTERCAPS_MIPFPOINT |
4544 WINED3DPTFILTERCAPS_LINEAR |
4545 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4546 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4547 WINED3DPTFILTERCAPS_MIPLINEAR |
4548 WINED3DPTFILTERCAPS_MIPNEAREST |
4549 WINED3DPTFILTERCAPS_NEAREST;
4551 pCaps->VolumeTextureFilterCaps = 0;
4553 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4554 WINED3DPTADDRESSCAPS_CLAMP |
4555 WINED3DPTADDRESSCAPS_WRAP;
4557 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4559 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4561 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4563 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4565 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4567 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4570 if (gl_info->supported[EXT_TEXTURE3D])
4572 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4573 WINED3DPTADDRESSCAPS_CLAMP |
4574 WINED3DPTADDRESSCAPS_WRAP;
4575 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4577 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4579 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4581 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4583 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4585 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4588 pCaps->VolumeTextureAddressCaps = 0;
4590 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4591 WINED3DLINECAPS_ZTEST |
4592 WINED3DLINECAPS_BLEND |
4593 WINED3DLINECAPS_ALPHACMP |
4594 WINED3DLINECAPS_FOG;
4595 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4596 * idea how generating the smoothing alpha values works; the result is different
4599 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4600 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4602 if (gl_info->supported[EXT_TEXTURE3D])
4603 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4605 pCaps->MaxVolumeExtent = 0;
4607 pCaps->MaxTextureRepeat = 32768;
4608 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4609 pCaps->MaxVertexW = 1.0f;
4611 pCaps->GuardBandLeft = 0.0f;
4612 pCaps->GuardBandTop = 0.0f;
4613 pCaps->GuardBandRight = 0.0f;
4614 pCaps->GuardBandBottom = 0.0f;
4616 pCaps->ExtentsAdjust = 0.0f;
4618 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4619 WINED3DSTENCILCAPS_INCRSAT |
4620 WINED3DSTENCILCAPS_INVERT |
4621 WINED3DSTENCILCAPS_KEEP |
4622 WINED3DSTENCILCAPS_REPLACE |
4623 WINED3DSTENCILCAPS_ZERO;
4624 if (gl_info->supported[EXT_STENCIL_WRAP])
4626 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4627 WINED3DSTENCILCAPS_INCR;
4629 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4631 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4634 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4636 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4637 pCaps->MaxActiveLights = gl_info->limits.lights;
4639 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4640 pCaps->MaxVertexBlendMatrixIndex = 0;
4642 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4643 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4646 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4647 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4648 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4649 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4650 WINED3DVTXPCAPS_LOCALVIEWER |
4651 WINED3DVTXPCAPS_VERTEXFOG |
4652 WINED3DVTXPCAPS_TEXGEN;
4654 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4655 pCaps->MaxVertexIndex = 0xFFFFF;
4656 pCaps->MaxStreams = MAX_STREAMS;
4657 pCaps->MaxStreamStride = 1024;
4659 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4660 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4661 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4662 pCaps->MaxNpatchTessellationLevel = 0;
4663 pCaps->MasterAdapterOrdinal = 0;
4664 pCaps->AdapterOrdinalInGroup = 0;
4665 pCaps->NumberOfAdaptersInGroup = 1;
4667 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4669 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4670 WINED3DPTFILTERCAPS_MAGFPOINT |
4671 WINED3DPTFILTERCAPS_MINFLINEAR |
4672 WINED3DPTFILTERCAPS_MAGFLINEAR;
4673 pCaps->VertexTextureFilterCaps = 0;
4675 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4676 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4678 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4679 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4681 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4682 * Ignore shader model capabilities if disabled in config
4684 if(vs_selected_mode == SHADER_NONE) {
4685 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4686 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4687 pCaps->MaxVertexShaderConst = 0;
4689 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4690 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4693 if(ps_selected_mode == SHADER_NONE) {
4694 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4695 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4696 pCaps->PixelShader1xMaxValue = 0.0f;
4698 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4699 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4702 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4703 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4704 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4706 /* The following caps are shader specific, but they are things we cannot detect, or which
4707 * are the same among all shader models. So to avoid code duplication set the shader version
4708 * specific, but otherwise constant caps here
4710 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4711 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4712 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4713 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4714 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4715 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4716 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4718 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4719 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4721 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4723 pCaps->VS20Caps.Caps = 0;
4724 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4725 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4726 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4728 pCaps->MaxVShaderInstructionsExecuted = 65535;
4729 pCaps->MaxVertexShader30InstructionSlots = 0;
4730 } else { /* VS 1.x */
4731 pCaps->VS20Caps.Caps = 0;
4732 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4733 pCaps->VS20Caps.NumTemps = 0;
4734 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4736 pCaps->MaxVShaderInstructionsExecuted = 0;
4737 pCaps->MaxVertexShader30InstructionSlots = 0;
4740 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4741 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4742 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4744 /* 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 */
4745 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4746 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4747 WINED3DPS20CAPS_PREDICATION |
4748 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4749 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4750 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4751 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4752 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4753 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4755 pCaps->MaxPShaderInstructionsExecuted = 65535;
4756 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4757 adapter->gl_info.limits.arb_ps_instructions);
4759 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4761 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4762 pCaps->PS20Caps.Caps = 0;
4763 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4764 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4765 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4766 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4768 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4769 pCaps->MaxPixelShader30InstructionSlots = 0;
4770 } else { /* PS 1.x */
4771 pCaps->PS20Caps.Caps = 0;
4772 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4773 pCaps->PS20Caps.NumTemps = 0;
4774 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4775 pCaps->PS20Caps.NumInstructionSlots = 0;
4777 pCaps->MaxPShaderInstructionsExecuted = 0;
4778 pCaps->MaxPixelShader30InstructionSlots = 0;
4781 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4782 /* OpenGL supports all the formats below, perhaps not always
4783 * without conversion, but it supports them.
4784 * Further GLSL doesn't seem to have an official unsigned type so
4785 * don't advertise it yet as I'm not sure how we handle it.
4786 * We might need to add some clamping in the shader engine to
4788 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4789 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4790 WINED3DDTCAPS_UBYTE4N |
4791 WINED3DDTCAPS_SHORT2N |
4792 WINED3DDTCAPS_SHORT4N;
4793 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4795 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4796 WINED3DDTCAPS_FLOAT16_4;
4799 pCaps->DeclTypes = 0;
4801 /* Set DirectDraw helper Caps */
4802 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4803 WINEDDCKEYCAPS_SRCBLT;
4804 fx_caps = WINEDDFXCAPS_BLTALPHA |
4805 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4806 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4807 WINEDDFXCAPS_BLTROTATION90 |
4808 WINEDDFXCAPS_BLTSHRINKX |
4809 WINEDDFXCAPS_BLTSHRINKXN |
4810 WINEDDFXCAPS_BLTSHRINKY |
4811 WINEDDFXCAPS_BLTSHRINKXN |
4812 WINEDDFXCAPS_BLTSTRETCHX |
4813 WINEDDFXCAPS_BLTSTRETCHXN |
4814 WINEDDFXCAPS_BLTSTRETCHY |
4815 WINEDDFXCAPS_BLTSTRETCHYN;
4816 blit_caps = WINEDDCAPS_BLT |
4817 WINEDDCAPS_BLTCOLORFILL |
4818 WINEDDCAPS_BLTDEPTHFILL |
4819 WINEDDCAPS_BLTSTRETCH |
4820 WINEDDCAPS_CANBLTSYSMEM |
4821 WINEDDCAPS_CANCLIP |
4822 WINEDDCAPS_CANCLIPSTRETCHED |
4823 WINEDDCAPS_COLORKEY |
4824 WINEDDCAPS_COLORKEYHWASSIST |
4825 WINEDDCAPS_ALIGNBOUNDARYSRC;
4826 pal_caps = WINEDDPCAPS_8BIT |
4827 WINEDDPCAPS_PRIMARYSURFACE;
4829 /* Fill the ddraw caps structure */
4830 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4831 WINEDDCAPS_PALETTE |
4833 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4834 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4835 WINEDDCAPS2_PRIMARYGAMMA |
4836 WINEDDCAPS2_WIDESURFACES |
4837 WINEDDCAPS2_CANRENDERWINDOWED;
4838 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4839 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4840 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4841 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4842 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4843 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4844 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4845 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4846 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4847 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4848 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4849 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4851 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4852 WINEDDSCAPS_BACKBUFFER |
4854 WINEDDSCAPS_FRONTBUFFER |
4855 WINEDDSCAPS_OFFSCREENPLAIN |
4856 WINEDDSCAPS_PALETTE |
4857 WINEDDSCAPS_PRIMARYSURFACE |
4858 WINEDDSCAPS_SYSTEMMEMORY |
4859 WINEDDSCAPS_VIDEOMEMORY |
4860 WINEDDSCAPS_VISIBLE;
4861 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4863 /* Set D3D caps if OpenGL is available. */
4864 if (adapter->opengl)
4866 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4867 WINEDDSCAPS_MIPMAP |
4868 WINEDDSCAPS_TEXTURE |
4869 WINEDDSCAPS_ZBUFFER;
4870 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4876 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4877 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4879 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4880 IWineD3DDeviceImpl *object;
4883 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4884 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4886 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4887 * number and create a device without a 3D adapter for 2D only operation. */
4888 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4890 return WINED3DERR_INVALIDCALL;
4893 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4896 ERR("Failed to allocate device memory.\n");
4897 return E_OUTOFMEMORY;
4900 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4903 WARN("Failed to initialize device, hr %#x.\n", hr);
4904 HeapFree(GetProcessHeap(), 0, object);
4908 TRACE("Created device %p.\n", object);
4909 *device = (IWineD3DDevice *)object;
4911 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4916 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4918 TRACE("iface %p.\n", iface);
4920 return ((IWineD3DImpl *)iface)->parent;
4923 static void WINE_GLAPI invalid_func(const void *data)
4925 ERR("Invalid vertex attribute function called\n");
4929 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4931 ERR("Invalid texcoord function called\n");
4935 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4936 * the extension detection and are used in drawStridedSlow
4938 static void WINE_GLAPI position_d3dcolor(const void *data)
4940 DWORD pos = *((const DWORD *)data);
4942 FIXME("Add a test for fixed function position from d3dcolor type\n");
4943 glVertex4s(D3DCOLOR_B_R(pos),
4949 static void WINE_GLAPI position_float4(const void *data)
4951 const GLfloat *pos = data;
4953 if (pos[3] != 0.0f && pos[3] != 1.0f)
4955 float w = 1.0f / pos[3];
4957 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4965 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4967 DWORD diffuseColor = *((const DWORD *)data);
4969 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4970 D3DCOLOR_B_G(diffuseColor),
4971 D3DCOLOR_B_B(diffuseColor),
4972 D3DCOLOR_B_A(diffuseColor));
4975 static void WINE_GLAPI specular_d3dcolor(const void *data)
4977 DWORD specularColor = *((const DWORD *)data);
4978 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4979 D3DCOLOR_B_G(specularColor),
4980 D3DCOLOR_B_B(specularColor)};
4982 specular_func_3ubv(d);
4985 static void WINE_GLAPI warn_no_specular_func(const void *data)
4987 WARN("GL_EXT_secondary_color not supported\n");
4990 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4992 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4993 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4994 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4995 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4996 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4997 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4998 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4999 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5000 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5001 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5002 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5003 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5004 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5005 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5006 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5007 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5008 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5010 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5011 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5012 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5013 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5014 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5015 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5016 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5017 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5018 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5019 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5020 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5021 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5022 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5023 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5024 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5025 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5026 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5028 /* No 4 component entry points here */
5029 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5030 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5031 if (gl_info->supported[EXT_SECONDARY_COLOR])
5033 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5037 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5039 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5040 if (gl_info->supported[EXT_SECONDARY_COLOR])
5042 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5043 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5047 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5049 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5050 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5051 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5052 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5053 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5054 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5055 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5056 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5057 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5058 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5059 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5060 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5062 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5063 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5065 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5066 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5067 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5068 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5069 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5070 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5071 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5072 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5073 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5074 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5075 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5076 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5077 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5078 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5079 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5080 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5081 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5083 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5084 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5085 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5086 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5087 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5088 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5089 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5090 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5091 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5092 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5093 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5094 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5095 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5096 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5097 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5098 if (gl_info->supported[NV_HALF_FLOAT])
5100 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5101 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5102 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5104 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5105 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5109 /* Do not call while under the GL lock. */
5110 static BOOL InitAdapters(IWineD3DImpl *This)
5112 static HMODULE mod_gl;
5114 int ps_selected_mode, vs_selected_mode;
5116 /* No need to hold any lock. The calling library makes sure only one thread calls
5117 * wined3d simultaneously
5120 TRACE("Initializing adapters\n");
5123 #ifdef USE_WIN32_OPENGL
5124 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5125 mod_gl = LoadLibraryA("opengl32.dll");
5127 ERR("Can't load opengl32.dll!\n");
5131 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5132 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5133 mod_gl = GetModuleHandleA("gdi32.dll");
5137 /* Load WGL core functions from opengl32.dll */
5138 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5142 if(!pwglGetProcAddress) {
5143 ERR("Unable to load wglGetProcAddress!\n");
5147 /* Dynamically load all GL core functions */
5151 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5152 * otherwise because we have to use winex11.drv's override
5154 #ifdef USE_WIN32_OPENGL
5155 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5156 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5158 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5159 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5162 glEnableWINE = glEnable;
5163 glDisableWINE = glDisable;
5165 /* For now only one default adapter */
5167 struct wined3d_adapter *adapter = &This->adapters[0];
5168 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5169 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5173 WineD3D_PixelFormat *cfgs;
5174 DISPLAY_DEVICEW DisplayDevice;
5177 TRACE("Initializing default adapter\n");
5178 adapter->ordinal = 0;
5179 adapter->monitorPoint.x = -1;
5180 adapter->monitorPoint.y = -1;
5182 if (!AllocateLocallyUniqueId(&adapter->luid))
5184 DWORD err = GetLastError();
5185 ERR("Failed to set adapter LUID (%#x).\n", err);
5188 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5189 adapter->luid.HighPart, adapter->luid.LowPart);
5191 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5193 ERR("Failed to get a gl context for default adapter\n");
5197 ret = IWineD3DImpl_FillGLCaps(adapter);
5199 ERR("Failed to initialize gl caps for default adapter\n");
5200 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5203 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5205 ERR("Failed to init gl formats\n");
5206 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5210 hdc = fake_gl_ctx.dc;
5212 /* Use the VideoRamSize registry setting when set */
5213 if(wined3d_settings.emulated_textureram)
5214 adapter->TextureRam = wined3d_settings.emulated_textureram;
5216 adapter->TextureRam = adapter->driver_info.vidmem;
5217 adapter->UsedTextureRam = 0;
5218 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5220 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5221 DisplayDevice.cb = sizeof(DisplayDevice);
5222 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5223 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5224 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5226 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5233 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5234 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5236 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5237 cfgs = adapter->cfgs;
5238 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5239 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5240 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5241 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5242 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5243 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5244 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5245 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5246 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5247 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5248 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5250 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5252 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5257 /* Cache the pixel format */
5258 cfgs->iPixelFormat = iPixelFormat;
5259 cfgs->redSize = values[0];
5260 cfgs->greenSize = values[1];
5261 cfgs->blueSize = values[2];
5262 cfgs->alphaSize = values[3];
5263 cfgs->colorSize = values[4];
5264 cfgs->depthSize = values[5];
5265 cfgs->stencilSize = values[6];
5266 cfgs->windowDrawable = values[7];
5267 cfgs->iPixelType = values[8];
5268 cfgs->doubleBuffer = values[9];
5269 cfgs->auxBuffers = values[10];
5271 cfgs->numSamples = 0;
5272 /* Check multisample support */
5273 if (gl_info->supported[ARB_MULTISAMPLE])
5275 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5277 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5278 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5279 * value[1] = number of multi sample buffers*/
5281 cfgs->numSamples = value[1];
5285 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5286 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5287 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5288 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5289 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5295 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5296 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5297 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5299 cfgs = adapter->cfgs;
5300 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5302 PIXELFORMATDESCRIPTOR ppfd;
5304 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5308 /* We only want HW acceleration using an OpenGL ICD driver.
5309 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5310 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5312 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5314 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5318 cfgs->iPixelFormat = iPixelFormat;
5319 cfgs->redSize = ppfd.cRedBits;
5320 cfgs->greenSize = ppfd.cGreenBits;
5321 cfgs->blueSize = ppfd.cBlueBits;
5322 cfgs->alphaSize = ppfd.cAlphaBits;
5323 cfgs->colorSize = ppfd.cColorBits;
5324 cfgs->depthSize = ppfd.cDepthBits;
5325 cfgs->stencilSize = ppfd.cStencilBits;
5326 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5327 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5328 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5329 cfgs->auxBuffers = ppfd.cAuxBuffers;
5330 cfgs->numSamples = 0;
5332 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5333 "depth=%d, stencil=%d, windowDrawable=%d\n",
5334 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5335 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5336 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5341 /* 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 */
5344 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5346 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5347 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5352 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5353 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5354 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5355 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5356 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5357 * driver is allowed to consume more bits EXCEPT for stencil bits.
5359 * Mark an adapter with this broken stencil behavior.
5361 adapter->brokenStencil = TRUE;
5362 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5364 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5365 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5366 adapter->brokenStencil = FALSE;
5371 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5373 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5374 fillGLAttribFuncs(&adapter->gl_info);
5375 adapter->opengl = TRUE;
5377 This->adapter_count = 1;
5378 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5383 /* Initialize an adapter for ddraw-only memory counting */
5384 memset(This->adapters, 0, sizeof(This->adapters));
5385 This->adapters[0].ordinal = 0;
5386 This->adapters[0].opengl = FALSE;
5387 This->adapters[0].monitorPoint.x = -1;
5388 This->adapters[0].monitorPoint.y = -1;
5390 This->adapters[0].driver_info.name = "Display";
5391 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5392 if(wined3d_settings.emulated_textureram) {
5393 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5395 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5398 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5400 This->adapter_count = 1;
5404 /**********************************************************
5405 * IWineD3D VTbl follows
5406 **********************************************************/
5408 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5411 IWineD3DImpl_QueryInterface,
5412 IWineD3DImpl_AddRef,
5413 IWineD3DImpl_Release,
5415 IWineD3DImpl_GetParent,
5416 IWineD3DImpl_GetAdapterCount,
5417 IWineD3DImpl_RegisterSoftwareDevice,
5418 IWineD3DImpl_GetAdapterMonitor,
5419 IWineD3DImpl_GetAdapterModeCount,
5420 IWineD3DImpl_EnumAdapterModes,
5421 IWineD3DImpl_GetAdapterDisplayMode,
5422 IWineD3DImpl_GetAdapterIdentifier,
5423 IWineD3DImpl_CheckDeviceMultiSampleType,
5424 IWineD3DImpl_CheckDepthStencilMatch,
5425 IWineD3DImpl_CheckDeviceType,
5426 IWineD3DImpl_CheckDeviceFormat,
5427 IWineD3DImpl_CheckDeviceFormatConversion,
5428 IWineD3DImpl_GetDeviceCaps,
5429 IWineD3DImpl_CreateDevice
5432 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5434 const struct wined3d_parent_ops wined3d_null_parent_ops =
5436 wined3d_null_wined3d_object_destroyed,
5439 /* Do not call while under the GL lock. */
5440 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5442 wined3d->lpVtbl = &IWineD3D_Vtbl;
5443 wined3d->dxVersion = version;
5445 wined3d->parent = parent;
5447 if (!InitAdapters(wined3d))
5449 WARN("Failed to initialize adapters.\n");
5452 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);