2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE},
46 {"GL_APPLE_fence", APPLE_FENCE},
49 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL},
50 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3},
51 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE},
52 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP},
55 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS},
56 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM},
57 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER},
58 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL},
59 {"GL_ARB_imaging", ARB_IMAGING},
60 {"GL_ARB_multisample", ARB_MULTISAMPLE}, /* needs GLX_ARB_MULTISAMPLE as well */
61 {"GL_ARB_multitexture", ARB_MULTITEXTURE},
62 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY},
63 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT},
64 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS},
65 {"GL_ARB_point_sprite", ARB_POINT_SPRITE},
66 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP},
67 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION},
68 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP},
69 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD},
70 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE},
71 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3},
72 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT},
73 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT},
74 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO},
75 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND},
76 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT},
77 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM},
78 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER},
81 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX},
82 {"GL_EXT_fog_coord", EXT_FOG_COORD},
83 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT},
84 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT},
85 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE},
86 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS},
87 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR},
88 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE},
89 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP},
90 {"GL_EXT_texture3D", EXT_TEXTURE3D},
91 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC},
92 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD},
93 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE},
94 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3},
95 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB},
96 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
97 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD},
98 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS},
99 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER},
100 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING},
103 {"GL_NV_half_float", NV_HALF_FLOAT},
104 {"GL_NV_fence", NV_FENCE},
105 {"GL_NV_fog_distance", NV_FOG_DISTANCE},
106 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM},
107 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2},
108 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS},
109 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2},
110 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION},
111 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4},
112 {"GL_NV_texture_shader", NV_TEXTURE_SHADER},
113 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2},
114 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3},
115 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY},
116 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM},
117 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1},
118 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2},
119 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3},
120 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP},
123 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP},
126 /**********************************************************
127 * Utility functions follow
128 **********************************************************/
131 static int numAdapters = 0;
132 static struct WineD3DAdapter Adapters[1];
135 int minLookup[MAX_LOOKUPS];
136 int maxLookup[MAX_LOOKUPS];
137 DWORD *stateLookup[MAX_LOOKUPS];
139 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
143 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
144 * ie there is no GL Context - Get a default rendering context to enable the
145 * function query some info from GL
148 static int wined3d_fake_gl_context_ref = 0;
149 static BOOL wined3d_fake_gl_context_foreign;
150 static BOOL wined3d_fake_gl_context_available = FALSE;
151 static HDC wined3d_fake_gl_context_hdc = NULL;
152 static HWND wined3d_fake_gl_context_hwnd = NULL;
154 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
155 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
157 0, 0, &wined3d_fake_gl_context_cs,
158 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
159 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
160 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
162 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
164 static void WineD3D_ReleaseFakeGLContext(void) {
167 EnterCriticalSection(&wined3d_fake_gl_context_cs);
169 if(!wined3d_fake_gl_context_available) {
170 TRACE_(d3d_caps)("context not available\n");
171 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
175 glCtx = pwglGetCurrentContext();
177 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
178 if (0 == (--wined3d_fake_gl_context_ref) ) {
179 if(!wined3d_fake_gl_context_foreign && glCtx) {
180 TRACE_(d3d_caps)("destroying fake GL context\n");
181 pwglMakeCurrent(NULL, NULL);
182 pwglDeleteContext(glCtx);
184 if(wined3d_fake_gl_context_hdc)
185 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
186 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
187 if(wined3d_fake_gl_context_hwnd)
188 DestroyWindow(wined3d_fake_gl_context_hwnd);
189 wined3d_fake_gl_context_hwnd = NULL;
190 wined3d_fake_gl_context_available = FALSE;
192 assert(wined3d_fake_gl_context_ref >= 0);
194 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
197 static BOOL WineD3D_CreateFakeGLContext(void) {
200 EnterCriticalSection(&wined3d_fake_gl_context_cs);
202 TRACE("getting context...\n");
203 if(wined3d_fake_gl_context_ref > 0) goto ret;
204 assert(0 == wined3d_fake_gl_context_ref);
206 wined3d_fake_gl_context_foreign = TRUE;
208 glCtx = pwglGetCurrentContext();
210 PIXELFORMATDESCRIPTOR pfd;
213 wined3d_fake_gl_context_foreign = FALSE;
215 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
216 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
217 if(!wined3d_fake_gl_context_hwnd) {
218 ERR("HWND creation failed!\n");
221 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
222 if(!wined3d_fake_gl_context_hdc) {
223 ERR("GetDC failed!\n");
227 /* PixelFormat selection */
228 ZeroMemory(&pfd, sizeof(pfd));
229 pfd.nSize = sizeof(pfd);
231 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
232 pfd.iPixelType = PFD_TYPE_RGBA;
234 pfd.iLayerType = PFD_MAIN_PLANE;
236 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
238 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
239 ERR("Can't find a suitable iPixelFormat\n");
242 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
243 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
245 /* Create a GL context */
246 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
248 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
252 /* Make it the current GL context */
253 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
254 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
260 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
261 wined3d_fake_gl_context_ref++;
262 wined3d_fake_gl_context_available = TRUE;
263 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
266 if(wined3d_fake_gl_context_hdc)
267 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
268 wined3d_fake_gl_context_hdc = NULL;
269 if(wined3d_fake_gl_context_hwnd)
270 DestroyWindow(wined3d_fake_gl_context_hwnd);
271 wined3d_fake_gl_context_hwnd = NULL;
272 if(glCtx) pwglDeleteContext(glCtx);
273 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
277 /* Adjust the amount of used texture memory */
278 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
279 UINT Adapter = D3DDevice->adapterNo;
281 Adapters[Adapter].UsedTextureRam += glram;
282 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
283 return Adapters[Adapter].UsedTextureRam;
286 /**********************************************************
287 * IUnknown parts follows
288 **********************************************************/
290 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
292 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
294 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
295 if (IsEqualGUID(riid, &IID_IUnknown)
296 || IsEqualGUID(riid, &IID_IWineD3DBase)
297 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
298 IUnknown_AddRef(iface);
303 return E_NOINTERFACE;
306 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
307 IWineD3DImpl *This = (IWineD3DImpl *)iface;
308 ULONG refCount = InterlockedIncrement(&This->ref);
310 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
314 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
315 IWineD3DImpl *This = (IWineD3DImpl *)iface;
317 TRACE("(%p) : Releasing from %d\n", This, This->ref);
318 ref = InterlockedDecrement(&This->ref);
320 HeapFree(GetProcessHeap(), 0, This);
326 /* Set the shader type for this device, depending on the given capabilities,
327 * the device type, and the user preferences in wined3d_settings */
329 static void select_shader_mode(
330 WineD3D_GL_Info *gl_info,
331 WINED3DDEVTYPE DeviceType,
335 if (wined3d_settings.vs_mode == VS_NONE) {
336 *vs_selected = SHADER_NONE;
337 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
338 *vs_selected = SHADER_GLSL;
339 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
340 *vs_selected = SHADER_ARB;
342 *vs_selected = SHADER_NONE;
345 if (wined3d_settings.ps_mode == PS_NONE) {
346 *ps_selected = SHADER_NONE;
347 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
348 *ps_selected = SHADER_GLSL;
349 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
350 *ps_selected = SHADER_ARB;
352 *ps_selected = SHADER_NONE;
356 /** Select the number of report maximum shader constants based on the selected shader modes */
357 static void select_shader_max_constants(
358 int ps_selected_mode,
359 int vs_selected_mode,
360 WineD3D_GL_Info *gl_info) {
362 switch (vs_selected_mode) {
364 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
365 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
368 /* We have to subtract any other PARAMs that we might use in our shader programs.
369 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
370 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
371 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
374 gl_info->max_vshader_constantsF = 0;
378 switch (ps_selected_mode) {
380 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
381 * In theory the texbem instruction may need one more shader constant too. But lets assume
382 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
383 * and lets not take away a uniform needlessly from all other shaders.
385 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
388 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
389 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
391 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
394 gl_info->max_pshader_constantsF = 0;
399 /**********************************************************
400 * IWineD3D parts follows
401 **********************************************************/
403 #define GLINFO_LOCATION (*gl_info)
404 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
405 const char *GL_Extensions = NULL;
406 const char *WGL_Extensions = NULL;
407 const char *gl_string = NULL;
408 const char *gl_string_cursor = NULL;
410 GLfloat gl_floatv[2];
411 int major = 1, minor = 0;
412 BOOL return_value = TRUE;
415 unsigned int vidmem=0;
417 TRACE_(d3d_caps)("(%p)\n", gl_info);
421 gl_string = (const char *) glGetString(GL_RENDERER);
422 if (NULL == gl_string)
424 strcpy(gl_info->gl_renderer, gl_string);
426 gl_string = (const char *) glGetString(GL_VENDOR);
427 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
428 if (gl_string != NULL) {
429 /* Fill in the GL vendor */
430 if (strstr(gl_string, "NVIDIA")) {
431 gl_info->gl_vendor = VENDOR_NVIDIA;
432 } else if (strstr(gl_string, "ATI")) {
433 gl_info->gl_vendor = VENDOR_ATI;
434 } else if (strstr(gl_string, "Intel(R)") ||
435 strstr(gl_info->gl_renderer, "Intel(R)")) {
436 gl_info->gl_vendor = VENDOR_INTEL;
437 } else if (strstr(gl_string, "Mesa")) {
438 gl_info->gl_vendor = VENDOR_MESA;
440 gl_info->gl_vendor = VENDOR_WINE;
443 gl_info->gl_vendor = VENDOR_WINE;
447 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
449 /* Parse the GL_VERSION field into major and minor information */
450 gl_string = (const char *) glGetString(GL_VERSION);
451 if (gl_string != NULL) {
453 switch (gl_info->gl_vendor) {
455 gl_string_cursor = strstr(gl_string, "NVIDIA");
456 if (!gl_string_cursor) {
457 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
461 gl_string_cursor = strstr(gl_string_cursor, " ");
462 if (!gl_string_cursor) {
463 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
467 while (*gl_string_cursor == ' ') {
471 if (!*gl_string_cursor) {
472 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
476 major = atoi(gl_string_cursor);
477 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
481 if (*gl_string_cursor++ != '.') {
482 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
486 minor = atoi(gl_string_cursor);
487 minor = major*100+minor;
494 gl_string_cursor = strchr(gl_string, '-');
495 if (gl_string_cursor) {
499 /* Check if version number is of the form x.y.z */
500 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
502 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
504 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
506 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
509 /* Mark version number as malformed */
511 gl_string_cursor = 0;
514 if (!gl_string_cursor)
515 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
517 major = *gl_string_cursor - '0';
518 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
524 gl_string_cursor = strstr(gl_string, "Mesa");
525 gl_string_cursor = strstr(gl_string_cursor, " ");
526 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
527 if (*gl_string_cursor) {
531 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
532 tmp[cursor++] = *gl_string_cursor;
538 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
542 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
543 tmp[cursor++] = *gl_string_cursor;
555 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
556 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
559 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
562 * Initialize openGL extension related variables
563 * with Default values
565 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
566 gl_info->max_buffers = 1;
567 gl_info->max_textures = 1;
568 gl_info->max_texture_stages = 1;
569 gl_info->max_fragment_samplers = 1;
570 gl_info->max_vertex_samplers = 0;
571 gl_info->max_combined_samplers = 0;
572 gl_info->max_sampler_stages = 1;
573 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
574 gl_info->ps_arb_max_temps = 0;
575 gl_info->ps_arb_max_instructions = 0;
576 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
577 gl_info->vs_arb_max_temps = 0;
578 gl_info->vs_arb_max_instructions = 0;
579 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
580 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
581 gl_info->vs_glsl_constantsF = 0;
582 gl_info->ps_glsl_constantsF = 0;
583 gl_info->vs_arb_constantsF = 0;
584 gl_info->ps_arb_constantsF = 0;
586 /* Now work out what GL support this card really has */
587 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
592 /* Retrieve opengl defaults */
593 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
594 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
595 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
597 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
598 gl_info->max_lights = gl_max;
599 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
601 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
602 gl_info->max_texture_size = gl_max;
603 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
605 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
606 gl_info->max_pointsize = gl_floatv[1];
607 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
609 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
610 gl_info->max_aux_buffers = gl_max;
611 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
613 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
614 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
615 TRACE_(d3d_caps)("GL_Extensions reported:\n");
617 if (NULL == GL_Extensions) {
618 ERR(" GL_Extensions returns NULL\n");
620 while (*GL_Extensions != 0x00) {
625 while (isspace(*GL_Extensions)) GL_Extensions++;
626 Start = GL_Extensions;
627 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
631 len = GL_Extensions - Start;
632 if (len == 0 || len >= sizeof(ThisExtn))
635 memcpy(ThisExtn, Start, len);
636 ThisExtn[len] = '\0';
637 TRACE_(d3d_caps)("- %s\n", ThisExtn);
639 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
640 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
641 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
642 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
648 if (gl_info->supported[APPLE_FENCE]) {
649 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
650 * The apple extension interacts with some other apple exts. Disable the NV
651 * extension if the apple one is support to prevent confusion in other parts
654 gl_info->supported[NV_FENCE] = FALSE;
656 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
657 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
658 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
660 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
661 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
662 * Won't occur in any real world situation though
664 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
666 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
667 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
668 gl_info->max_buffers = gl_max;
669 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
671 if (gl_info->supported[ARB_MULTITEXTURE]) {
672 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
673 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
674 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
676 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
678 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
679 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
681 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
683 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
685 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
687 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
688 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
690 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
692 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
694 if (gl_info->supported[ARB_VERTEX_SHADER]) {
696 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
697 gl_info->max_vertex_samplers = tmp;
698 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
699 gl_info->max_combined_samplers = tmp;
701 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
703 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
704 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
706 if (gl_info->supported[ARB_VERTEX_BLEND]) {
707 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
708 gl_info->max_blends = gl_max;
709 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
711 if (gl_info->supported[EXT_TEXTURE3D]) {
712 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
713 gl_info->max_texture3d_size = gl_max;
714 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
716 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
717 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
718 gl_info->max_anisotropy = gl_max;
719 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
721 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
722 gl_info->ps_arb_version = PS_VERSION_11;
723 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
724 gl_info->ps_arb_constantsF = gl_max;
725 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
726 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
727 gl_info->ps_arb_max_temps = gl_max;
728 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM temporaries: %d\n", gl_info->ps_arb_max_temps);
729 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
730 gl_info->ps_arb_max_instructions = gl_max;
731 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM instructions: %d\n", gl_info->ps_arb_max_instructions);
733 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
734 gl_info->vs_arb_version = VS_VERSION_11;
735 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
736 gl_info->vs_arb_constantsF = gl_max;
737 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
738 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
739 gl_info->vs_arb_max_temps = gl_max;
740 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM temporaries: %d\n", gl_info->vs_arb_max_temps);
741 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
742 gl_info->vs_arb_max_instructions = gl_max;
743 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM instructions: %d\n", gl_info->vs_arb_max_instructions);
745 if (gl_info->supported[ARB_VERTEX_SHADER]) {
746 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
747 gl_info->vs_glsl_constantsF = gl_max / 4;
748 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
750 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
751 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
752 gl_info->ps_glsl_constantsF = gl_max / 4;
753 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
755 if (gl_info->supported[EXT_VERTEX_SHADER]) {
756 gl_info->vs_ati_version = VS_VERSION_11;
758 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
759 gl_info->vs_nv_version = VS_VERSION_30;
760 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
761 gl_info->vs_nv_version = VS_VERSION_20;
762 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
763 gl_info->vs_nv_version = VS_VERSION_11;
764 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
765 gl_info->vs_nv_version = VS_VERSION_10;
767 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
768 gl_info->ps_nv_version = PS_VERSION_30;
769 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
770 gl_info->ps_nv_version = PS_VERSION_20;
774 checkGLcall("extension detection\n");
776 /* In some cases the number of texture stages can be larger than the number
777 * of samplers. The GF4 for example can use only 2 samplers (no fragment
778 * shaders), but 8 texture stages (register combiners). */
779 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
781 /* We can only use ORM_FBO when the hardware supports it. */
782 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
783 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
784 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
787 /* MRTs are currently only supported when FBOs are used. */
788 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
789 gl_info->max_buffers = 1;
792 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
793 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
794 * in case of the latest videocards in the number of pixel/vertex pipelines.
796 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
797 * rendering. Various games use this information to get a rough estimation of the features of the card
798 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
799 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
800 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
803 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
804 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
805 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
806 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
807 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
808 * is used for rendering which is not always the case). This would work but it is not very portable. Second
809 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
812 * As said most games only use the PCI id to get an indication of the capabilities of the card.
813 * It doesn't really matter if the given id is the correct one if we return the id of a card with
814 * similar 3d features.
816 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
817 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
818 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
819 * won't pass we return a default card. This way is better than maintaining a full card database as even
820 * without a full database we can return a card with similar features. Second the size of the database
821 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
822 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
823 * to distinguishes between different models from that family.
825 * The code also selects a default amount of video memory which we will use for an estimation of the amount
826 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
827 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
828 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
829 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
830 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
831 * memory behind our backs if really needed.
832 * Note that the amout of video memory can be overruled using a registry setting.
834 switch (gl_info->gl_vendor) {
836 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
837 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
839 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
840 /* Geforce8 - highend */
841 if (strstr(gl_info->gl_renderer, "8800")) {
842 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
843 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
845 /* Geforce8 - midend */
846 else if(strstr(gl_info->gl_renderer, "8600") ||
847 strstr(gl_info->gl_renderer, "8700"))
849 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
852 /* Geforce8 - lowend */
853 else if(strstr(gl_info->gl_renderer, "8300") ||
854 strstr(gl_info->gl_renderer, "8400") ||
855 strstr(gl_info->gl_renderer, "8500"))
857 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
858 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
860 /* Geforce7 - highend */
861 else if(strstr(gl_info->gl_renderer, "7800") ||
862 strstr(gl_info->gl_renderer, "7900") ||
863 strstr(gl_info->gl_renderer, "7950") ||
864 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
865 strstr(gl_info->gl_renderer, "Quadro FX 5"))
867 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
868 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
870 /* Geforce7 midend / Geforce6 highend */
871 else if(strstr(gl_info->gl_renderer, "6800") ||
872 strstr(gl_info->gl_renderer, "7600") ||
873 strstr(gl_info->gl_renderer, "7700"))
875 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
876 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
878 /* Geforce6 - midend */
879 else if(strstr(gl_info->gl_renderer, "6600") ||
880 strstr(gl_info->gl_renderer, "6610") ||
881 strstr(gl_info->gl_renderer, "6700"))
883 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
884 vidmem = 128; /* A 6600GT has 128-256MB */
886 /* Geforce6/7 lowend */
888 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
891 } else if(WINE_D3D9_CAPABLE(gl_info)) {
892 /* GeforceFX - highend */
893 if (strstr(gl_info->gl_renderer, "5800") ||
894 strstr(gl_info->gl_renderer, "5900") ||
895 strstr(gl_info->gl_renderer, "5950") ||
896 strstr(gl_info->gl_renderer, "Quadro FX"))
898 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
899 vidmem = 256; /* 5800-5900 cards use 256MB */
901 /* GeforceFX - midend */
902 else if(strstr(gl_info->gl_renderer, "5600") ||
903 strstr(gl_info->gl_renderer, "5650") ||
904 strstr(gl_info->gl_renderer, "5700") ||
905 strstr(gl_info->gl_renderer, "5750"))
907 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
908 vidmem = 128; /* A 5600 uses 128-256MB */
910 /* GeforceFX - lowend */
912 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
913 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
915 } else if(WINE_D3D8_CAPABLE(gl_info)) {
916 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
917 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
918 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
921 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
922 vidmem = 64; /* Geforce3 cards have 64-128MB */
924 } else if(WINE_D3D7_CAPABLE(gl_info)) {
925 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
926 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
927 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
929 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
930 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
931 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
933 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
934 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
935 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
938 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
939 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
942 if (strstr(gl_info->gl_renderer, "TNT2")) {
943 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
944 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
947 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
948 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
953 if(WINE_D3D9_CAPABLE(gl_info)) {
954 /* Radeon R6xx HD2900 - highend */
955 if (strstr(gl_info->gl_renderer, "HD 2900")) {
956 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
957 vidmem = 512; /* HD2900 uses 512-1024MB */
959 /* Radeon R6xx HD2600- midend */
960 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
961 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
962 vidmem = 256; /* HD2600 uses 256-512MB */
964 /* Radeon R6xx HD2300/HD2400 - lowend */
965 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
966 strstr(gl_info->gl_renderer, "HD 2400"))
968 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
969 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
972 else if (strstr(gl_info->gl_renderer, "X1600") ||
973 strstr(gl_info->gl_renderer, "X1650") ||
974 strstr(gl_info->gl_renderer, "X1800") ||
975 strstr(gl_info->gl_renderer, "X1900") ||
976 strstr(gl_info->gl_renderer, "X1950"))
978 gl_info->gl_card = CARD_ATI_RADEON_X1600;
979 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
981 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
982 else if(strstr(gl_info->gl_renderer, "X700") ||
983 strstr(gl_info->gl_renderer, "X800") ||
984 strstr(gl_info->gl_renderer, "X850") ||
985 strstr(gl_info->gl_renderer, "X1300") ||
986 strstr(gl_info->gl_renderer, "X1400") ||
987 strstr(gl_info->gl_renderer, "X1450") ||
988 strstr(gl_info->gl_renderer, "X1550"))
990 gl_info->gl_card = CARD_ATI_RADEON_X700;
991 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
995 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
996 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
998 } else if(WINE_D3D8_CAPABLE(gl_info)) {
999 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1000 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1001 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1002 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1003 vidmem = 32; /* There are models with up to 64MB */
1005 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1006 vidmem = 16; /* There are 16-32MB models */
1009 if (strstr(gl_info->gl_renderer, "915GM")) {
1010 gl_info->gl_card = CARD_INTEL_I915GM;
1011 } else if (strstr(gl_info->gl_renderer, "915G")) {
1012 gl_info->gl_card = CARD_INTEL_I915G;
1013 } else if (strstr(gl_info->gl_renderer, "865G")) {
1014 gl_info->gl_card = CARD_INTEL_I865G;
1015 } else if (strstr(gl_info->gl_renderer, "855G")) {
1016 gl_info->gl_card = CARD_INTEL_I855G;
1017 } else if (strstr(gl_info->gl_renderer, "830G")) {
1018 gl_info->gl_card = CARD_INTEL_I830G;
1020 gl_info->gl_card = CARD_INTEL_I915G;
1026 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1027 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1028 * them a good generic choice.
1030 gl_info->gl_vendor = VENDOR_NVIDIA;
1031 if(WINE_D3D9_CAPABLE(gl_info))
1032 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1033 else if(WINE_D3D8_CAPABLE(gl_info))
1034 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1035 else if(WINE_D3D7_CAPABLE(gl_info))
1036 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1037 else if(WINE_D3D6_CAPABLE(gl_info))
1038 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1040 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1042 TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1044 /* If we have an estimate use it, else default to 64MB; */
1046 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1048 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1050 /* Load all the lookup tables
1051 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1052 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1053 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1055 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1056 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1059 for (i = 0; i < MAX_LOOKUPS; i++) {
1060 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1063 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1064 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1065 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1066 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1067 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1068 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1069 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1070 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1071 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1072 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1074 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1075 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1076 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1077 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1078 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1081 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1082 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1083 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1084 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1085 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1086 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1087 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1088 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1089 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1090 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1091 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1092 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1093 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1095 /* TODO: config lookups */
1097 /* Make sure there's an active HDC else the WGL extensions will fail */
1098 hdc = pwglGetCurrentDC();
1100 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1101 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1103 if (NULL == WGL_Extensions) {
1104 ERR(" WGL_Extensions returns NULL\n");
1106 while (*WGL_Extensions != 0x00) {
1111 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1112 Start = WGL_Extensions;
1113 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1117 len = WGL_Extensions - Start;
1118 if (len == 0 || len >= sizeof(ThisExtn))
1121 memcpy(ThisExtn, Start, len);
1122 ThisExtn[len] = '\0';
1123 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1125 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1126 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1127 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1134 return return_value;
1136 #undef GLINFO_LOCATION
1138 /**********************************************************
1139 * IWineD3D implementation follows
1140 **********************************************************/
1142 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1143 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1145 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1149 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1150 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1151 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1155 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1156 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1158 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1162 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1163 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1166 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1167 of the same bpp but different resolutions */
1169 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1170 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1171 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1172 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1174 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1178 /* TODO: Store modes per adapter and read it from the adapter structure */
1179 if (Adapter == 0) { /* Display */
1183 if (!DEBUG_SINGLE_MODE) {
1186 ZeroMemory(&DevModeW, sizeof(DevModeW));
1187 DevModeW.dmSize = sizeof(DevModeW);
1188 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1192 case WINED3DFMT_UNKNOWN:
1193 /* This is for D3D8, do not enumerate P8 here */
1194 if (DevModeW.dmBitsPerPel == 32 ||
1195 DevModeW.dmBitsPerPel == 16) i++;
1197 case WINED3DFMT_X8R8G8B8:
1198 if (DevModeW.dmBitsPerPel == 32) i++;
1200 case WINED3DFMT_R5G6B5:
1201 if (DevModeW.dmBitsPerPel == 16) i++;
1204 if (DevModeW.dmBitsPerPel == 8) i++;
1207 /* Skip other modes as they do not match the requested format */
1216 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1219 FIXME_(d3d_caps)("Adapter not primary display\n");
1224 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1225 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1226 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1227 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1229 /* Validate the parameters as much as possible */
1230 if (NULL == pMode ||
1231 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1232 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1233 return WINED3DERR_INVALIDCALL;
1236 /* TODO: Store modes per adapter and read it from the adapter structure */
1237 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1243 ZeroMemory(&DevModeW, sizeof(DevModeW));
1244 DevModeW.dmSize = sizeof(DevModeW);
1246 /* If we are filtering to a specific format (D3D9), then need to skip
1247 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1248 just count through the ones with valid bit depths */
1249 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1252 case WINED3DFMT_UNKNOWN:
1253 /* This is D3D8. Do not enumerate P8 here */
1254 if (DevModeW.dmBitsPerPel == 32 ||
1255 DevModeW.dmBitsPerPel == 16) i++;
1257 case WINED3DFMT_X8R8G8B8:
1258 if (DevModeW.dmBitsPerPel == 32) i++;
1260 case WINED3DFMT_R5G6B5:
1261 if (DevModeW.dmBitsPerPel == 16) i++;
1264 if (DevModeW.dmBitsPerPel == 8) i++;
1267 /* Modes that don't match what we support can get an early-out */
1268 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1269 return WINED3DERR_INVALIDCALL;
1274 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1275 return WINED3DERR_INVALIDCALL;
1279 /* Now get the display mode via the calculated index */
1280 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1281 pMode->Width = DevModeW.dmPelsWidth;
1282 pMode->Height = DevModeW.dmPelsHeight;
1283 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1284 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1285 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1287 if (Format == WINED3DFMT_UNKNOWN)
1289 switch (DevModeW.dmBitsPerPel)
1292 pMode->Format = WINED3DFMT_P8;
1295 pMode->Format = WINED3DFMT_R5G6B5;
1298 pMode->Format = WINED3DFMT_X8R8G8B8;
1301 pMode->Format = WINED3DFMT_UNKNOWN;
1302 ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
1305 pMode->Format = Format;
1308 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1309 return WINED3DERR_INVALIDCALL;
1312 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1313 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1314 DevModeW.dmBitsPerPel);
1316 } else if (DEBUG_SINGLE_MODE) {
1317 /* Return one setting of the format requested */
1318 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1320 pMode->Height = 600;
1321 pMode->RefreshRate = 60;
1322 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1324 FIXME_(d3d_caps)("Adapter not primary display\n");
1330 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1331 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1332 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1334 if (NULL == pMode ||
1335 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1336 return WINED3DERR_INVALIDCALL;
1339 if (Adapter == 0) { /* Display */
1343 ZeroMemory(&DevModeW, sizeof(DevModeW));
1344 DevModeW.dmSize = sizeof(DevModeW);
1346 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1347 pMode->Width = DevModeW.dmPelsWidth;
1348 pMode->Height = DevModeW.dmPelsHeight;
1349 bpp = DevModeW.dmBitsPerPel;
1350 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1351 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1353 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1357 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1358 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1359 case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1360 case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1361 default: pMode->Format = WINED3DFMT_UNKNOWN;
1365 FIXME_(d3d_caps)("Adapter not primary display\n");
1368 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1369 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1373 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1374 and fields being inserted in the middle, a new structure is used in place */
1375 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1376 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1377 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1379 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1381 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1382 return WINED3DERR_INVALIDCALL;
1385 /* Return the information requested */
1386 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1387 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1388 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1390 /* Note dx8 doesn't supply a DeviceName */
1391 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1392 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1393 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1394 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.gl_driver_version;
1395 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1396 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1397 *(pIdentifier->SubSysId) = 0;
1398 *(pIdentifier->Revision) = 0;
1400 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1401 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1402 *(pIdentifier->WHQLLevel) = 0;
1404 *(pIdentifier->WHQLLevel) = 1;
1410 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1411 short redSize, greenSize, blueSize, alphaSize, colorBits;
1416 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1417 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1421 if(cfg->redSize < redSize)
1424 if(cfg->greenSize < greenSize)
1427 if(cfg->blueSize < blueSize)
1430 if(cfg->alphaSize < alphaSize)
1436 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1437 short depthSize, stencilSize;
1442 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1443 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1447 if(cfg->depthSize < depthSize)
1450 if(cfg->stencilSize < stencilSize)
1456 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1457 WINED3DFORMAT AdapterFormat,
1458 WINED3DFORMAT RenderTargetFormat,
1459 WINED3DFORMAT DepthStencilFormat) {
1460 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1462 WineD3D_PixelFormat *cfgs;
1465 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1467 DeviceType, debug_d3ddevicetype(DeviceType),
1468 AdapterFormat, debug_d3dformat(AdapterFormat),
1469 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1470 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1472 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1473 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1474 return WINED3DERR_INVALIDCALL;
1477 cfgs = Adapters[Adapter].cfgs;
1478 nCfgs = Adapters[Adapter].nCfgs;
1479 for (it = 0; it < nCfgs; ++it) {
1480 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1481 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1482 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1487 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1489 return WINED3DERR_NOTAVAILABLE;
1492 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1493 WINED3DFORMAT SurfaceFormat,
1494 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1496 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1497 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1500 DeviceType, debug_d3ddevicetype(DeviceType),
1501 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1506 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1507 return WINED3DERR_INVALIDCALL;
1510 /* TODO: Store in Adapter structure */
1511 if (pQualityLevels != NULL) {
1512 static int s_single_shot = 0;
1513 if (!s_single_shot) {
1514 FIXME("Quality levels unsupported at present\n");
1517 *pQualityLevels = 1; /* Guess at a value! */
1520 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1521 return WINED3DERR_NOTAVAILABLE;
1524 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1525 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1527 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1529 WineD3D_PixelFormat *cfgs;
1531 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1533 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1536 CheckType, debug_d3ddevicetype(CheckType),
1537 DisplayFormat, debug_d3dformat(DisplayFormat),
1538 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1541 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1542 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1543 return WINED3DERR_INVALIDCALL;
1546 cfgs = Adapters[Adapter].cfgs;
1547 nCfgs = Adapters[Adapter].nCfgs;
1548 for (it = 0; it < nCfgs; ++it) {
1549 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1551 TRACE_(d3d_caps)("OK\n");
1556 if(hr != WINED3D_OK)
1557 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1559 if(hr != WINED3D_OK)
1560 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1565 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1566 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1567 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1568 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1569 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1572 DeviceType, debug_d3ddevicetype(DeviceType),
1573 AdapterFormat, debug_d3dformat(AdapterFormat),
1574 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1575 RType, debug_d3dresourcetype(RType),
1576 CheckFormat, debug_d3dformat(CheckFormat));
1578 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1579 return WINED3DERR_INVALIDCALL;
1582 if (Usage & WINED3DUSAGE_QUERY_FILTER) {
1583 switch (CheckFormat) {
1584 /* Filtering not supported */
1585 case WINED3DFMT_A32B32G32R32F:
1586 TRACE_(d3d_caps)("[FAILED]\n");
1587 return WINED3DERR_NOTAVAILABLE;
1593 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1594 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1595 TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n");
1596 return WINED3DERR_NOTAVAILABLE;
1600 if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
1601 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1602 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
1603 return WINED3DERR_NOTAVAILABLE;
1605 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
1606 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
1607 * app needing one of those formats, don't advertize them to avoid leading apps into
1608 * temptation. The windows drivers don't support most of those formats on volumes anyway,
1611 switch(CheckFormat) {
1613 case WINED3DFMT_A4L4:
1614 case WINED3DFMT_R32F:
1615 case WINED3DFMT_R16F:
1616 case WINED3DFMT_X8L8V8U8:
1617 case WINED3DFMT_L6V5U5:
1618 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1619 return WINED3DERR_NOTAVAILABLE;
1621 case WINED3DFMT_Q8W8V8U8:
1622 case WINED3DFMT_V16U16:
1623 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1624 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1625 return WINED3DERR_NOTAVAILABLE;
1629 case WINED3DFMT_V8U8:
1630 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1631 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1632 return WINED3DERR_NOTAVAILABLE;
1636 case WINED3DFMT_DXT1:
1637 case WINED3DFMT_DXT2:
1638 case WINED3DFMT_DXT3:
1639 case WINED3DFMT_DXT4:
1640 case WINED3DFMT_DXT5:
1641 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
1642 * compressed texture results in an error. While the D3D refrast does
1643 * support s3tc volumes, at least the nvidia windows driver does not, so
1644 * we're free not to support this format.
1646 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
1647 return WINED3DERR_NOTAVAILABLE;
1650 /* Do nothing, continue with checking the format below */
1654 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1655 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1656 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1657 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1658 if (!GL_LIMITS(vertex_samplers)) {
1659 TRACE_(d3d_caps)("[FAILED]\n");
1660 return WINED3DERR_NOTAVAILABLE;
1663 switch (CheckFormat) {
1664 case WINED3DFMT_A32B32G32R32F:
1665 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1666 TRACE_(d3d_caps)("[FAILED]\n");
1667 return WINED3DERR_NOTAVAILABLE;
1669 TRACE_(d3d_caps)("[OK]\n");
1673 TRACE_(d3d_caps)("[FAILED]\n");
1674 return WINED3DERR_NOTAVAILABLE;
1678 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1679 switch (CheckFormat) {
1680 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1681 * Windows supports only those 3, and enumerating the other formats confuses applications
1683 case WINED3DFMT_D24S8:
1684 case WINED3DFMT_D24X8:
1685 case WINED3DFMT_D16:
1686 TRACE_(d3d_caps)("[OK]\n");
1688 case WINED3DFMT_D16_LOCKABLE:
1689 case WINED3DFMT_D24FS8:
1690 case WINED3DFMT_D32F_LOCKABLE:
1691 case WINED3DFMT_D24X4S4:
1692 case WINED3DFMT_D15S1:
1693 case WINED3DFMT_D32:
1694 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1695 return WINED3DERR_NOTAVAILABLE;
1697 TRACE_(d3d_caps)("[FAILED]\n");
1698 return WINED3DERR_NOTAVAILABLE;
1700 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1701 switch (CheckFormat) {
1702 case WINED3DFMT_R8G8B8:
1703 case WINED3DFMT_A8R8G8B8:
1704 case WINED3DFMT_X8R8G8B8:
1705 case WINED3DFMT_R5G6B5:
1706 case WINED3DFMT_X1R5G5B5:
1707 case WINED3DFMT_A1R5G5B5:
1708 case WINED3DFMT_A4R4G4B4:
1709 case WINED3DFMT_R3G3B2:
1710 case WINED3DFMT_X4R4G4B4:
1711 case WINED3DFMT_A8B8G8R8:
1712 case WINED3DFMT_X8B8G8R8:
1714 TRACE_(d3d_caps)("[OK]\n");
1716 case WINED3DFMT_R16F:
1717 case WINED3DFMT_A16B16G16R16F:
1718 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1719 TRACE_(d3d_caps)("[FAILED]\n");
1720 return WINED3DERR_NOTAVAILABLE;
1722 TRACE_(d3d_caps)("[OK]\n");
1724 case WINED3DFMT_A32B32G32R32F:
1725 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1726 TRACE_(d3d_caps)("[FAILED]\n");
1727 return WINED3DERR_NOTAVAILABLE;
1729 TRACE_(d3d_caps)("[OK]\n");
1732 TRACE_(d3d_caps)("[FAILED]\n");
1733 return WINED3DERR_NOTAVAILABLE;
1735 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1736 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1737 switch (CheckFormat) {
1738 case WINED3DFMT_V8U8:
1739 TRACE_(d3d_caps)("[OK]\n");
1741 /* TODO: Other bump map formats */
1743 TRACE_(d3d_caps)("[FAILED]\n");
1744 return WINED3DERR_NOTAVAILABLE;
1747 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1748 switch (CheckFormat) {
1749 case WINED3DFMT_V8U8:
1750 TRACE_(d3d_caps)("[OK]\n");
1753 TRACE_(d3d_caps)("[FAILED]\n");
1754 return WINED3DERR_NOTAVAILABLE;
1757 TRACE_(d3d_caps)("[FAILED]\n");
1758 return WINED3DERR_NOTAVAILABLE;
1761 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1762 switch (CheckFormat) {
1763 case WINED3DFMT_DXT1:
1764 case WINED3DFMT_DXT2:
1765 case WINED3DFMT_DXT3:
1766 case WINED3DFMT_DXT4:
1767 case WINED3DFMT_DXT5:
1768 TRACE_(d3d_caps)("[OK]\n");
1771 break; /* Avoid compiler warnings */
1775 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1776 if (GL_SUPPORT(EXT_TEXTURE_SRGB) && (Usage & WINED3DUSAGE_QUERY_SRGBREAD)) {
1777 switch (CheckFormat) {
1778 case WINED3DFMT_A8R8G8B8:
1779 case WINED3DFMT_X8R8G8B8:
1780 case WINED3DFMT_A4R4G4B4:
1782 case WINED3DFMT_A8L8:
1783 case WINED3DFMT_DXT1:
1784 case WINED3DFMT_DXT2:
1785 case WINED3DFMT_DXT3:
1786 case WINED3DFMT_DXT4:
1787 case WINED3DFMT_DXT5:
1788 TRACE_(d3d_caps)("[OK]\n");
1792 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
1793 return WINED3DERR_NOTAVAILABLE;
1797 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1799 BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
1801 switch (CheckFormat) {
1802 case WINED3DFMT_R16F:
1803 case WINED3DFMT_A16B16G16R16F:
1804 if (!half_pixel_support) break;
1805 case WINED3DFMT_R32F:
1806 case WINED3DFMT_A32B32G32R32F:
1807 TRACE_(d3d_caps)("[OK]\n");
1810 break; /* Avoid compiler warnings */
1814 /* This format is nothing special and it is supported perfectly.
1815 * However, ati and nvidia driver on windows do not mark this format as
1816 * supported (tested with the dxCapsViewer) and pretending to
1817 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1818 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1819 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1821 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1822 TRACE_(d3d_caps)("[FAILED]\n");
1823 return WINED3DERR_NOTAVAILABLE;
1826 switch (CheckFormat) {
1829 * supported: RGB(A) formats
1831 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1832 case WINED3DFMT_A8R8G8B8:
1833 case WINED3DFMT_X8R8G8B8:
1834 case WINED3DFMT_R5G6B5:
1835 case WINED3DFMT_X1R5G5B5:
1836 case WINED3DFMT_A1R5G5B5:
1837 case WINED3DFMT_A4R4G4B4:
1838 case WINED3DFMT_R3G3B2:
1840 case WINED3DFMT_X4R4G4B4:
1841 case WINED3DFMT_A8B8G8R8:
1842 case WINED3DFMT_X8B8G8R8:
1843 case WINED3DFMT_A2R10G10B10:
1844 case WINED3DFMT_A2B10G10R10:
1845 TRACE_(d3d_caps)("[OK]\n");
1849 * supported: Palettized
1852 TRACE_(d3d_caps)("[OK]\n");
1856 * Supported: (Alpha)-Luminance
1859 case WINED3DFMT_A8L8:
1860 case WINED3DFMT_A4L4:
1861 TRACE_(d3d_caps)("[OK]\n");
1865 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
1866 * GL_NV_texture_shader), but advertized to make apps happy.
1867 * Enable some because games often fail when they are not available
1868 * and are still playable even without bump mapping
1870 case WINED3DFMT_V8U8:
1871 case WINED3DFMT_V16U16:
1872 case WINED3DFMT_L6V5U5:
1873 case WINED3DFMT_X8L8V8U8:
1874 case WINED3DFMT_Q8W8V8U8:
1875 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1878 /* Those are not advertized by the nvidia windows driver, and not
1879 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
1880 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
1881 * ARGB format if needed
1883 case WINED3DFMT_W11V11U10:
1884 case WINED3DFMT_A2W10V10U10:
1885 WARN_(d3d_caps)("[FAILED]\n");
1886 return WINED3DERR_NOTAVAILABLE;
1889 * DXTN Formats: Handled above
1898 * Odd formats - not supported
1900 case WINED3DFMT_VERTEXDATA:
1901 case WINED3DFMT_INDEX16:
1902 case WINED3DFMT_INDEX32:
1903 case WINED3DFMT_Q16W16V16U16:
1904 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1905 return WINED3DERR_NOTAVAILABLE;
1908 * Float formats: Not supported right now
1910 case WINED3DFMT_G16R16F:
1911 case WINED3DFMT_G32R32F:
1912 case WINED3DFMT_CxV8U8:
1913 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1914 return WINED3DERR_NOTAVAILABLE;
1917 case WINED3DFMT_G16R16:
1918 case WINED3DFMT_A16B16G16R16:
1919 case WINED3DFMT_A8R3G3B2:
1920 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1921 return WINED3DERR_NOTAVAILABLE;
1923 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
1924 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
1925 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
1926 * We can do instancing with all shader versions, but we need vertex shaders.
1928 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
1929 * to enable instancing. WineD3D doesn't need that and just ignores it.
1931 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
1933 case WINEMAKEFOURCC('I','N','S','T'):
1934 TRACE("ATI Instancing check hack\n");
1935 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
1936 TRACE_(d3d_caps)("[OK]\n");
1939 TRACE_(d3d_caps)("[FAILED]\n");
1940 return WINED3DERR_NOTAVAILABLE;
1947 TRACE_(d3d_caps)("[FAILED]\n");
1948 return WINED3DERR_NOTAVAILABLE;
1951 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1952 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1953 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1955 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1958 DeviceType, debug_d3ddevicetype(DeviceType),
1959 SourceFormat, debug_d3dformat(SourceFormat),
1960 TargetFormat, debug_d3dformat(TargetFormat));
1964 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1965 subset of a D3DCAPS9 structure. However, it has to come via a void *
1966 as the d3d8 interface cannot import the d3d9 header */
1967 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1969 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1970 int vs_selected_mode;
1971 int ps_selected_mode;
1973 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1975 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1976 return WINED3DERR_INVALIDCALL;
1979 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
1981 /* This function should *not* be modifying GL caps
1982 * TODO: move the functionality where it belongs */
1983 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
1985 /* ------------------------------------------------
1986 The following fields apply to both d3d8 and d3d9
1987 ------------------------------------------------ */
1988 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1989 *pCaps->AdapterOrdinal = Adapter;
1992 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
1993 WINED3DCAPS2_FULLSCREENGAMMA |
1994 WINED3DCAPS2_DYNAMICTEXTURES;
1995 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
1996 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
1997 WINED3DPRESENT_INTERVAL_ONE;
1999 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2000 WINED3DCURSORCAPS_LOWRES;
2002 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2003 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2004 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2005 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2006 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2007 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2008 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2009 WINED3DDEVCAPS_PUREDEVICE |
2010 WINED3DDEVCAPS_HWRASTERIZATION |
2011 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2012 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2013 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2014 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2015 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2016 WINED3DDEVCAPS_RTPATCHES;
2018 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2019 WINED3DPMISCCAPS_CULLCCW |
2020 WINED3DPMISCCAPS_CULLCW |
2021 WINED3DPMISCCAPS_COLORWRITEENABLE |
2022 WINED3DPMISCCAPS_CLIPTLVERTS |
2023 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2024 WINED3DPMISCCAPS_MASKZ |
2025 WINED3DPMISCCAPS_BLENDOP;
2027 WINED3DPMISCCAPS_NULLREFERENCE
2028 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2029 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2030 WINED3DPMISCCAPS_SEPARATEALPHABLEND
2031 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2032 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2033 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2035 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2037 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2038 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2039 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2040 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2043 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2044 WINED3DPRASTERCAPS_PAT |
2045 WINED3DPRASTERCAPS_WFOG |
2046 WINED3DPRASTERCAPS_ZFOG |
2047 WINED3DPRASTERCAPS_FOGVERTEX |
2048 WINED3DPRASTERCAPS_FOGTABLE |
2049 WINED3DPRASTERCAPS_STIPPLE |
2050 WINED3DPRASTERCAPS_SUBPIXEL |
2051 WINED3DPRASTERCAPS_ZTEST |
2052 WINED3DPRASTERCAPS_SCISSORTEST |
2053 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2054 WINED3DPRASTERCAPS_DEPTHBIAS;
2056 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2057 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2058 WINED3DPRASTERCAPS_ZBIAS |
2059 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2061 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2062 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2065 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2066 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2067 WINED3DPRASTERCAPS_ANTIALIASEDGES
2068 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2069 WINED3DPRASTERCAPS_WBUFFER */
2071 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2072 WINED3DPCMPCAPS_EQUAL |
2073 WINED3DPCMPCAPS_GREATER |
2074 WINED3DPCMPCAPS_GREATEREQUAL |
2075 WINED3DPCMPCAPS_LESS |
2076 WINED3DPCMPCAPS_LESSEQUAL |
2077 WINED3DPCMPCAPS_NEVER |
2078 WINED3DPCMPCAPS_NOTEQUAL;
2080 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
2081 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2082 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2083 WINED3DPBLENDCAPS_DESTALPHA |
2084 WINED3DPBLENDCAPS_DESTCOLOR |
2085 WINED3DPBLENDCAPS_INVDESTALPHA |
2086 WINED3DPBLENDCAPS_INVDESTCOLOR |
2087 WINED3DPBLENDCAPS_INVSRCALPHA |
2088 WINED3DPBLENDCAPS_INVSRCCOLOR |
2089 WINED3DPBLENDCAPS_ONE |
2090 WINED3DPBLENDCAPS_SRCALPHA |
2091 WINED3DPBLENDCAPS_SRCALPHASAT |
2092 WINED3DPBLENDCAPS_SRCCOLOR |
2093 WINED3DPBLENDCAPS_ZERO;
2095 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
2096 WINED3DPBLENDCAPS_DESTALPHA |
2097 WINED3DPBLENDCAPS_DESTCOLOR |
2098 WINED3DPBLENDCAPS_INVDESTALPHA |
2099 WINED3DPBLENDCAPS_INVDESTCOLOR |
2100 WINED3DPBLENDCAPS_INVSRCALPHA |
2101 WINED3DPBLENDCAPS_INVSRCCOLOR |
2102 WINED3DPBLENDCAPS_ONE |
2103 WINED3DPBLENDCAPS_SRCALPHA |
2104 WINED3DPBLENDCAPS_SRCCOLOR |
2105 WINED3DPBLENDCAPS_ZERO;
2106 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2107 * according to the glBlendFunc manpage
2109 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2110 * legacy settings for srcblend only
2113 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2114 WINED3DPCMPCAPS_EQUAL |
2115 WINED3DPCMPCAPS_GREATER |
2116 WINED3DPCMPCAPS_GREATEREQUAL |
2117 WINED3DPCMPCAPS_LESS |
2118 WINED3DPCMPCAPS_LESSEQUAL |
2119 WINED3DPCMPCAPS_NEVER |
2120 WINED3DPCMPCAPS_NOTEQUAL;
2122 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2123 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2124 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2125 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2126 WINED3DPSHADECAPS_COLORFLATRGB |
2127 WINED3DPSHADECAPS_FOGFLAT |
2128 WINED3DPSHADECAPS_FOGGOURAUD |
2129 WINED3DPSHADECAPS_SPECULARFLATRGB;
2131 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2132 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2133 WINED3DPTEXTURECAPS_BORDER |
2134 WINED3DPTEXTURECAPS_MIPMAP |
2135 WINED3DPTEXTURECAPS_PROJECTED |
2136 WINED3DPTEXTURECAPS_PERSPECTIVE;
2138 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2139 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2140 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2143 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2144 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2145 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2146 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2149 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2150 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2151 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2152 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2156 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2157 WINED3DPTFILTERCAPS_MAGFPOINT |
2158 WINED3DPTFILTERCAPS_MINFLINEAR |
2159 WINED3DPTFILTERCAPS_MINFPOINT |
2160 WINED3DPTFILTERCAPS_MIPFLINEAR |
2161 WINED3DPTFILTERCAPS_MIPFPOINT |
2162 WINED3DPTFILTERCAPS_LINEAR |
2163 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2164 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2165 WINED3DPTFILTERCAPS_MIPLINEAR |
2166 WINED3DPTFILTERCAPS_MIPNEAREST |
2167 WINED3DPTFILTERCAPS_NEAREST;
2169 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2170 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2171 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2174 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2175 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2176 WINED3DPTFILTERCAPS_MAGFPOINT |
2177 WINED3DPTFILTERCAPS_MINFLINEAR |
2178 WINED3DPTFILTERCAPS_MINFPOINT |
2179 WINED3DPTFILTERCAPS_MIPFLINEAR |
2180 WINED3DPTFILTERCAPS_MIPFPOINT |
2181 WINED3DPTFILTERCAPS_LINEAR |
2182 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2183 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2184 WINED3DPTFILTERCAPS_MIPLINEAR |
2185 WINED3DPTFILTERCAPS_MIPNEAREST |
2186 WINED3DPTFILTERCAPS_NEAREST;
2188 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2189 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2190 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2193 *pCaps->CubeTextureFilterCaps = 0;
2195 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2196 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2197 WINED3DPTFILTERCAPS_MAGFPOINT |
2198 WINED3DPTFILTERCAPS_MINFLINEAR |
2199 WINED3DPTFILTERCAPS_MINFPOINT |
2200 WINED3DPTFILTERCAPS_MIPFLINEAR |
2201 WINED3DPTFILTERCAPS_MIPFPOINT |
2202 WINED3DPTFILTERCAPS_LINEAR |
2203 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2204 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2205 WINED3DPTFILTERCAPS_MIPLINEAR |
2206 WINED3DPTFILTERCAPS_MIPNEAREST |
2207 WINED3DPTFILTERCAPS_NEAREST;
2209 *pCaps->VolumeTextureFilterCaps = 0;
2211 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2212 WINED3DPTADDRESSCAPS_CLAMP |
2213 WINED3DPTADDRESSCAPS_WRAP;
2215 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2216 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2218 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2219 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2221 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2222 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2225 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2226 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2227 WINED3DPTADDRESSCAPS_CLAMP |
2228 WINED3DPTADDRESSCAPS_WRAP;
2229 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2230 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2232 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2233 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2235 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2236 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2239 *pCaps->VolumeTextureAddressCaps = 0;
2241 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2242 WINED3DLINECAPS_ZTEST;
2244 WINED3DLINECAPS_BLEND
2245 WINED3DLINECAPS_ALPHACMP
2246 WINED3DLINECAPS_FOG */
2248 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2249 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2251 if(GL_SUPPORT(EXT_TEXTURE3D))
2252 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2254 *pCaps->MaxVolumeExtent = 0;
2256 *pCaps->MaxTextureRepeat = 32768;
2257 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2258 *pCaps->MaxVertexW = 1.0;
2260 *pCaps->GuardBandLeft = 0;
2261 *pCaps->GuardBandTop = 0;
2262 *pCaps->GuardBandRight = 0;
2263 *pCaps->GuardBandBottom = 0;
2265 *pCaps->ExtentsAdjust = 0;
2267 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2268 WINED3DSTENCILCAPS_INCRSAT |
2269 WINED3DSTENCILCAPS_INVERT |
2270 WINED3DSTENCILCAPS_KEEP |
2271 WINED3DSTENCILCAPS_REPLACE |
2272 WINED3DSTENCILCAPS_ZERO;
2273 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2274 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2275 WINED3DSTENCILCAPS_INCR;
2277 if ( This->dxVersion > 8 &&
2278 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2279 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2280 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2283 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2285 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2286 WINED3DTEXOPCAPS_ADDSIGNED |
2287 WINED3DTEXOPCAPS_ADDSIGNED2X |
2288 WINED3DTEXOPCAPS_MODULATE |
2289 WINED3DTEXOPCAPS_MODULATE2X |
2290 WINED3DTEXOPCAPS_MODULATE4X |
2291 WINED3DTEXOPCAPS_SELECTARG1 |
2292 WINED3DTEXOPCAPS_SELECTARG2 |
2293 WINED3DTEXOPCAPS_DISABLE;
2295 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2296 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2297 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2298 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2299 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2300 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2301 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2302 WINED3DTEXOPCAPS_LERP |
2303 WINED3DTEXOPCAPS_SUBTRACT;
2305 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2306 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2307 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2308 WINED3DTEXOPCAPS_MULTIPLYADD |
2309 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2310 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2311 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2313 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2314 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2316 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2317 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2318 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2321 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2322 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2323 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2324 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2325 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2326 * and 3D textures. It also allows us to keep the code simpler by having texture
2327 * shaders constantly enabled.
2329 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2330 /* TODO: Luminance bump map? */
2334 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2335 WINED3DTEXOPCAPS_PREMODULATE */
2338 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2339 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2340 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2341 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2343 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2344 *pCaps->MaxVertexBlendMatrixIndex = 0;
2346 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2347 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2350 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2351 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2352 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2353 WINED3DVTXPCAPS_LOCALVIEWER |
2354 WINED3DVTXPCAPS_VERTEXFOG |
2355 WINED3DVTXPCAPS_TEXGEN;
2357 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2359 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2360 *pCaps->MaxVertexIndex = 0xFFFFF;
2361 *pCaps->MaxStreams = MAX_STREAMS;
2362 *pCaps->MaxStreamStride = 1024;
2364 if (vs_selected_mode == SHADER_GLSL) {
2365 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2366 models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2367 vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
2368 now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
2369 if(GLINFO_LOCATION.vs_nv_version == VS_VERSION_20)
2370 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2372 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2373 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
2374 } else if (vs_selected_mode == SHADER_ARB) {
2375 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2376 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2378 *pCaps->VertexShaderVersion = 0;
2379 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2382 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2384 if (ps_selected_mode == SHADER_GLSL) {
2385 /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
2386 in case of GeforceFX cards. */
2387 if(GLINFO_LOCATION.ps_nv_version == PS_VERSION_20)
2388 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2390 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2391 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
2392 * Direct3D minimum requirement.
2394 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
2395 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
2397 * The problem is that the refrast clamps temporary results in the shader to
2398 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
2399 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
2400 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
2401 * offer a way to query this.
2403 *pCaps->PixelShader1xMaxValue = 8.0;
2404 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
2405 } else if (ps_selected_mode == SHADER_ARB) {
2406 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2407 *pCaps->PixelShader1xMaxValue = 8.0;
2408 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2410 *pCaps->PixelShaderVersion = 0;
2411 *pCaps->PixelShader1xMaxValue = 0.0;
2412 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2415 /* ------------------------------------------------
2416 The following fields apply to d3d9 only
2417 ------------------------------------------------ */
2418 if (This->dxVersion > 8) {
2419 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2420 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2421 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2422 *pCaps->MaxNpatchTessellationLevel = 0;
2423 *pCaps->MasterAdapterOrdinal = 0;
2424 *pCaps->AdapterOrdinalInGroup = 0;
2425 *pCaps->NumberOfAdaptersInGroup = 1;
2427 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2428 /* OpenGL supports all the formats below, perhaps not always
2429 * without conversion, but it supports them.
2430 * Further GLSL doesn't seem to have an official unsigned type so
2431 * don't advertise it yet as I'm not sure how we handle it.
2432 * We might need to add some clamping in the shader engine to
2434 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2435 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2436 WINED3DDTCAPS_UBYTE4N |
2437 WINED3DDTCAPS_SHORT2N |
2438 WINED3DDTCAPS_SHORT4N;
2439 if (GL_SUPPORT(NV_HALF_FLOAT)) {
2440 *pCaps->DeclTypes |=
2441 WINED3DDTCAPS_FLOAT16_2 |
2442 WINED3DDTCAPS_FLOAT16_4;
2445 *pCaps->DeclTypes = 0;
2447 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2450 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2451 WINED3DPTFILTERCAPS_MAGFPOINT |
2452 WINED3DPTFILTERCAPS_MINFLINEAR |
2453 WINED3DPTFILTERCAPS_MAGFLINEAR;
2454 *pCaps->VertexTextureFilterCaps = 0;
2456 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2457 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2458 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2459 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2460 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2461 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
2462 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2464 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2465 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
2466 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2467 *pCaps->VS20Caps.Caps = 0;
2468 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2469 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
2470 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2472 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2473 *pCaps->MaxVertexShader30InstructionSlots = 0;
2474 } else { /* VS 1.x */
2475 *pCaps->VS20Caps.Caps = 0;
2476 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2477 *pCaps->VS20Caps.NumTemps = 0;
2478 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2480 *pCaps->MaxVShaderInstructionsExecuted = 0;
2481 *pCaps->MaxVertexShader30InstructionSlots = 0;
2484 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2485 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2486 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2488 /* 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 */
2489 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2490 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2491 WINED3DPS20CAPS_PREDICATION |
2492 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2493 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2494 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2495 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
2496 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2497 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2499 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2500 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
2501 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2502 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2503 *pCaps->PS20Caps.Caps = 0;
2504 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2505 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
2506 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
2507 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2509 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2510 *pCaps->MaxPixelShader30InstructionSlots = 0;
2511 } else { /* PS 1.x */
2512 *pCaps->PS20Caps.Caps = 0;
2513 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2514 *pCaps->PS20Caps.NumTemps = 0;
2515 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2516 *pCaps->PS20Caps.NumInstructionSlots = 0;
2518 *pCaps->MaxPShaderInstructionsExecuted = 0;
2519 *pCaps->MaxPixelShader30InstructionSlots = 0;
2526 static unsigned int glsl_program_key_hash(void *key) {
2527 glsl_program_key_t *k = (glsl_program_key_t *)key;
2529 unsigned int hash = k->vshader | k->pshader << 16;
2530 hash += ~(hash << 15);
2531 hash ^= (hash >> 10);
2532 hash += (hash << 3);
2533 hash ^= (hash >> 6);
2534 hash += ~(hash << 11);
2535 hash ^= (hash >> 16);
2540 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2541 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2542 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2544 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2547 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2548 and fields being inserted in the middle, a new structure is used in place */
2549 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2550 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2553 IWineD3DDeviceImpl *object = NULL;
2554 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2558 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
2559 * number and create a device without a 3D adapter for 2D only operation.
2561 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
2562 return WINED3DERR_INVALIDCALL;
2565 /* Create a WineD3DDevice object */
2566 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2567 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2568 TRACE("Created WineD3DDevice object @ %p\n", object);
2569 if (NULL == object) {
2570 return WINED3DERR_OUTOFVIDEOMEMORY;
2573 /* Set up initial COM information */
2574 object->lpVtbl = &IWineD3DDevice_Vtbl;
2576 object->wineD3D = iface;
2577 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
2578 IWineD3D_AddRef(object->wineD3D);
2579 object->parent = parent;
2581 if(This->dxVersion == 7) {
2582 object->surface_alignment = 8;
2584 object->surface_alignment = 4;
2587 /* Set the state up as invalid until the device is fully created */
2588 object->state = WINED3DERR_DRIVERINTERNALERROR;
2590 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2591 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2593 /* Save the creation parameters */
2594 object->createParms.AdapterOrdinal = Adapter;
2595 object->createParms.DeviceType = DeviceType;
2596 object->createParms.hFocusWindow = hFocusWindow;
2597 object->createParms.BehaviorFlags = BehaviourFlags;
2599 /* Initialize other useful values */
2600 object->adapterNo = Adapter;
2601 object->devType = DeviceType;
2603 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2604 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2605 object->shader_backend = &glsl_shader_backend;
2606 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2607 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2608 object->shader_backend = &arb_program_shader_backend;
2610 object->shader_backend = &none_shader_backend;
2613 /* set the state of the device to valid */
2614 object->state = WINED3D_OK;
2616 /* Get the initial screen setup for ddraw */
2617 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2618 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2620 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2623 for(i = 0; i < PATCHMAP_SIZE; i++) {
2624 list_init(&object->patches[i]);
2628 #undef GLINFO_LOCATION
2630 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2631 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2632 IUnknown_AddRef(This->parent);
2633 *pParent = This->parent;
2637 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2638 IUnknown* surfaceParent;
2639 TRACE("(%p) call back\n", pSurface);
2641 /* Now, release the parent, which will take care of cleaning up the surface for us */
2642 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2643 IUnknown_Release(surfaceParent);
2644 return IUnknown_Release(surfaceParent);
2647 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2648 IUnknown* volumeParent;
2649 TRACE("(%p) call back\n", pVolume);
2651 /* Now, release the parent, which will take care of cleaning up the volume for us */
2652 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2653 IUnknown_Release(volumeParent);
2654 return IUnknown_Release(volumeParent);
2657 #define PUSH1(att) attribs[nAttribs++] = (att);
2658 #define GLINFO_LOCATION (Adapters[0].gl_info)
2659 BOOL InitAdapters(void) {
2660 static HMODULE mod_gl;
2662 int ps_selected_mode, vs_selected_mode;
2664 /* No need to hold any lock. The calling library makes sure only one thread calls
2665 * wined3d simultaneously
2667 if(numAdapters > 0) return TRUE;
2669 TRACE("Initializing adapters\n");
2672 #ifdef USE_WIN32_OPENGL
2673 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
2674 mod_gl = LoadLibraryA("opengl32.dll");
2676 ERR("Can't load opengl32.dll!\n");
2680 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
2681 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
2682 mod_gl = GetModuleHandleA("gdi32.dll");
2686 /* Load WGL core functions from opengl32.dll */
2687 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
2691 if(!pwglGetProcAddress) {
2692 ERR("Unable to load wglGetProcAddress!\n");
2696 /* Dynamically load all GL core functions */
2700 /* For now only one default adapter */
2707 WineD3D_PixelFormat *cfgs;
2709 DISPLAY_DEVICEW DisplayDevice;
2712 TRACE("Initializing default adapter\n");
2713 Adapters[0].monitorPoint.x = -1;
2714 Adapters[0].monitorPoint.y = -1;
2716 if (!WineD3D_CreateFakeGLContext()) {
2717 ERR("Failed to get a gl context for default adapter\n");
2718 HeapFree(GetProcessHeap(), 0, Adapters);
2719 WineD3D_ReleaseFakeGLContext();
2723 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
2725 ERR("Failed to initialize gl caps for default adapter\n");
2726 HeapFree(GetProcessHeap(), 0, Adapters);
2727 WineD3D_ReleaseFakeGLContext();
2730 ret = initPixelFormats(&Adapters[0].gl_info);
2732 ERR("Failed to init gl formats\n");
2733 HeapFree(GetProcessHeap(), 0, Adapters);
2734 WineD3D_ReleaseFakeGLContext();
2738 hdc = pwglGetCurrentDC();
2740 ERR("Failed to get gl HDC\n");
2741 HeapFree(GetProcessHeap(), 0, Adapters);
2742 WineD3D_ReleaseFakeGLContext();
2746 Adapters[0].driver = "Display";
2747 Adapters[0].description = "Direct3D HAL";
2749 /* Use the VideoRamSize registry setting when set */
2750 if(wined3d_settings.emulated_textureram)
2751 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
2753 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
2754 Adapters[0].UsedTextureRam = 0;
2755 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam);
2757 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
2758 DisplayDevice.cb = sizeof(DisplayDevice);
2759 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
2760 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
2761 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
2763 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
2764 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
2766 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
2767 cfgs = Adapters[0].cfgs;
2768 PUSH1(WGL_RED_BITS_ARB)
2769 PUSH1(WGL_GREEN_BITS_ARB)
2770 PUSH1(WGL_BLUE_BITS_ARB)
2771 PUSH1(WGL_ALPHA_BITS_ARB)
2772 PUSH1(WGL_DEPTH_BITS_ARB)
2773 PUSH1(WGL_STENCIL_BITS_ARB)
2775 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
2776 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
2781 /* Cache the pixel format */
2782 cfgs->iPixelFormat = iPixelFormat;
2783 cfgs->redSize = values[0];
2784 cfgs->greenSize = values[1];
2785 cfgs->blueSize = values[2];
2786 cfgs->alphaSize = values[3];
2787 cfgs->depthSize = values[4];
2788 cfgs->stencilSize = values[5];
2790 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
2793 WineD3D_ReleaseFakeGLContext();
2795 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
2796 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
2800 TRACE("%d adapters successfully initialized\n", numAdapters);
2805 #undef GLINFO_LOCATION
2807 /**********************************************************
2808 * IWineD3D VTbl follows
2809 **********************************************************/
2811 const IWineD3DVtbl IWineD3D_Vtbl =
2814 IWineD3DImpl_QueryInterface,
2815 IWineD3DImpl_AddRef,
2816 IWineD3DImpl_Release,
2818 IWineD3DImpl_GetParent,
2819 IWineD3DImpl_GetAdapterCount,
2820 IWineD3DImpl_RegisterSoftwareDevice,
2821 IWineD3DImpl_GetAdapterMonitor,
2822 IWineD3DImpl_GetAdapterModeCount,
2823 IWineD3DImpl_EnumAdapterModes,
2824 IWineD3DImpl_GetAdapterDisplayMode,
2825 IWineD3DImpl_GetAdapterIdentifier,
2826 IWineD3DImpl_CheckDeviceMultiSampleType,
2827 IWineD3DImpl_CheckDepthStencilMatch,
2828 IWineD3DImpl_CheckDeviceType,
2829 IWineD3DImpl_CheckDeviceFormat,
2830 IWineD3DImpl_CheckDeviceFormatConversion,
2831 IWineD3DImpl_GetDeviceCaps,
2832 IWineD3DImpl_CreateDevice