2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1089 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1090 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1092 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1107 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1108 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1109 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1110 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1111 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1113 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1115 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1116 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1117 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1118 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1119 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1120 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1123 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1124 enum wined3d_driver_model driver_model)
1128 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1129 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1131 const struct driver_version_information *entry = &driver_version_table[i];
1133 if (entry->driver == driver && entry->driver_model == driver_model)
1135 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1136 entry->driver_name, entry->version, entry->subversion, entry->build);
1144 static void init_driver_info(struct wined3d_driver_info *driver_info,
1145 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1147 OSVERSIONINFOW os_version;
1148 WORD driver_os_version;
1150 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1151 enum wined3d_driver_model driver_model;
1152 const struct driver_version_information *version_info;
1154 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1156 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1157 vendor = wined3d_settings.pci_vendor_id;
1159 driver_info->vendor = vendor;
1161 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1163 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1164 device = wined3d_settings.pci_device_id;
1166 driver_info->device = device;
1168 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1169 * overrides the pci ids to a card which is not in our database. */
1170 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1172 memset(&os_version, 0, sizeof(os_version));
1173 os_version.dwOSVersionInfoSize = sizeof(os_version);
1174 if (!GetVersionExW(&os_version))
1176 ERR("Failed to get OS version, reporting 2000/XP.\n");
1177 driver_os_version = 6;
1178 driver_model = DRIVER_MODEL_NT5X;
1182 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1183 switch (os_version.dwMajorVersion)
1186 /* If needed we could distinguish between 9x and NT4, but this code won't make
1187 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1189 driver_os_version = 4;
1190 driver_model = DRIVER_MODEL_WIN9X;
1194 driver_os_version = 6;
1195 driver_model = DRIVER_MODEL_NT5X;
1199 if (os_version.dwMinorVersion == 0)
1201 driver_os_version = 7;
1202 driver_model = DRIVER_MODEL_NT6X;
1206 if (os_version.dwMinorVersion > 1)
1208 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1209 os_version.dwMajorVersion, os_version.dwMinorVersion);
1211 driver_os_version = 8;
1212 driver_model = DRIVER_MODEL_NT6X;
1217 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1218 os_version.dwMajorVersion, os_version.dwMinorVersion);
1219 driver_os_version = 6;
1220 driver_model = DRIVER_MODEL_NT5X;
1225 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1226 * This means that unless the ids are overriden, we will always find a GPU description. */
1227 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1229 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1231 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1233 driver_info->description = gpu_description_table[i].description;
1234 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1235 driver = gpu_description_table[i].driver;
1240 if (wined3d_settings.emulated_textureram)
1242 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1243 driver_info->vidmem = wined3d_settings.emulated_textureram;
1246 /* Try to obtain driver version information for the current Windows version. This fails in
1248 * - the gpu is not available on the currently selected OS version:
1249 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1250 * version information for the current Windows version is returned instead of faked info.
1251 * We do the same and assume the default Windows version to emulate is WinXP.
1253 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1254 * For now return the XP driver info. Perhaps later on we should return VESA.
1256 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1257 * This could be an indication that our database is not up to date, so this should be fixed.
1259 version_info = get_driver_version_info(driver, driver_model);
1262 driver_info->name = version_info->driver_name;
1263 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1264 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1271 driver_info->name = version_info->driver_name;
1272 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1273 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1277 driver_info->description = "Direct3D HAL";
1278 driver_info->name = "Display";
1279 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1280 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1282 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1283 vendor, device, driver_model);
1287 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1288 driver_info->version_high, driver_info->version_low);
1291 /* Context activation is done by the caller. */
1292 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1293 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1297 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1299 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1300 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1301 quirk_table[i].apply(gl_info);
1304 /* Find out if PBOs work as they are supposed to. */
1305 test_pbo_functionality(gl_info);
1308 static DWORD wined3d_parse_gl_version(const char *gl_version)
1310 const char *ptr = gl_version;
1314 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1316 while (isdigit(*ptr)) ++ptr;
1317 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1321 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1323 return MAKEDWORD_VERSION(major, minor);
1326 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1329 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1330 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1331 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1333 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1334 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1335 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1336 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1337 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1338 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1339 * DirectDraw, not OpenGL. */
1340 if (gl_info->supported[APPLE_FENCE]
1341 && gl_info->supported[APPLE_CLIENT_STORAGE]
1342 && gl_info->supported[APPLE_FLUSH_RENDER]
1343 && gl_info->supported[APPLE_YCBCR_422])
1344 return GL_VENDOR_APPLE;
1346 if (strstr(gl_vendor_string, "NVIDIA"))
1347 return GL_VENDOR_NVIDIA;
1349 if (strstr(gl_vendor_string, "ATI"))
1350 return GL_VENDOR_FGLRX;
1352 if (strstr(gl_vendor_string, "Intel(R)")
1353 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1354 || strstr(gl_renderer, "Intel")
1355 || strstr(gl_vendor_string, "Intel Inc."))
1356 return GL_VENDOR_INTEL;
1358 if (strstr(gl_vendor_string, "Mesa")
1359 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1360 || strstr(gl_vendor_string, "DRI R300 Project")
1361 || strstr(gl_vendor_string, "X.Org R300 Project")
1362 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1363 || strstr(gl_vendor_string, "VMware, Inc.")
1364 || strstr(gl_renderer, "Mesa")
1365 || strstr(gl_renderer, "Gallium"))
1366 return GL_VENDOR_MESA;
1368 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1369 debugstr_a(gl_vendor_string));
1371 return GL_VENDOR_UNKNOWN;
1374 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1376 if (strstr(gl_vendor_string, "NVIDIA"))
1377 return HW_VENDOR_NVIDIA;
1379 if (strstr(gl_vendor_string, "ATI")
1380 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1381 || strstr(gl_vendor_string, "X.Org R300 Project")
1382 || strstr(gl_renderer, "AMD")
1383 || strstr(gl_renderer, "R100")
1384 || strstr(gl_renderer, "R200")
1385 || strstr(gl_renderer, "R300")
1386 || strstr(gl_renderer, "R600")
1387 || strstr(gl_renderer, "R700"))
1388 return HW_VENDOR_ATI;
1390 if (strstr(gl_vendor_string, "Intel(R)")
1391 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1392 || strstr(gl_renderer, "Intel")
1393 || strstr(gl_vendor_string, "Intel Inc."))
1394 return HW_VENDOR_INTEL;
1396 if (strstr(gl_vendor_string, "Mesa")
1397 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1398 || strstr(gl_vendor_string, "VMware, Inc."))
1399 return HW_VENDOR_SOFTWARE;
1401 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1403 return HW_VENDOR_NVIDIA;
1408 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1409 const char *gl_renderer)
1413 if (WINE_D3D10_CAPABLE(gl_info))
1417 const char *renderer;
1418 enum wined3d_pci_device id;
1422 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1423 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1424 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1425 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1426 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1427 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1428 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1429 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1430 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1431 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1432 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1433 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1434 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1435 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1436 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1437 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1438 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1439 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1440 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1441 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1442 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1443 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1444 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1445 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1446 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1447 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1448 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1449 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1450 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1451 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1452 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1453 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1454 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1455 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1456 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1457 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1458 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1459 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1460 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1461 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1462 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1463 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1464 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1465 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1468 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1470 if (strstr(gl_renderer, cards[i].renderer))
1474 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1475 return CARD_NVIDIA_GEFORCE_8300GS;
1478 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1479 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1481 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1485 const char *renderer;
1486 enum wined3d_pci_device id;
1490 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1491 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1492 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1493 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1494 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1495 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1496 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1497 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1498 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1499 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1500 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1501 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1502 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1505 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1507 if (strstr(gl_renderer, cards[i].renderer))
1511 /* Geforce 6/7 - lowend */
1512 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1515 if (WINE_D3D9_CAPABLE(gl_info))
1517 /* GeforceFX - highend */
1518 if (strstr(gl_renderer, "5800")
1519 || strstr(gl_renderer, "5900")
1520 || strstr(gl_renderer, "5950")
1521 || strstr(gl_renderer, "Quadro FX"))
1523 return CARD_NVIDIA_GEFORCEFX_5800;
1526 /* GeforceFX - midend */
1527 if (strstr(gl_renderer, "5600")
1528 || strstr(gl_renderer, "5650")
1529 || strstr(gl_renderer, "5700")
1530 || strstr(gl_renderer, "5750"))
1532 return CARD_NVIDIA_GEFORCEFX_5600;
1535 /* GeforceFX - lowend */
1536 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1539 if (WINE_D3D8_CAPABLE(gl_info))
1541 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1543 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1546 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1549 if (WINE_D3D7_CAPABLE(gl_info))
1551 if (strstr(gl_renderer, "GeForce4 MX"))
1553 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1556 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1558 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1561 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1563 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1566 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1569 if (strstr(gl_renderer, "TNT2"))
1571 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1574 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1577 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1578 const char *gl_renderer)
1580 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1582 * Beware: renderer string do not match exact card model,
1583 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1584 if (WINE_D3D10_CAPABLE(gl_info))
1590 const char *renderer;
1591 enum wined3d_pci_device id;
1596 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1597 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1598 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1599 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1600 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1601 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1603 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1604 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1605 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1606 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1607 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1608 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1609 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1610 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1611 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1612 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1613 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1614 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1615 /* R600/R700 integrated */
1616 {"HD 3300", CARD_ATI_RADEON_HD3200},
1617 {"HD 3200", CARD_ATI_RADEON_HD3200},
1618 {"HD 3100", CARD_ATI_RADEON_HD3200},
1620 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1621 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1622 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1623 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1624 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1625 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1626 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1627 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1628 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1629 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1630 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1631 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1632 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1635 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1637 if (strstr(gl_renderer, cards[i].renderer))
1641 /* Default for when no GPU has been found */
1642 return CARD_ATI_RADEON_HD3200;
1645 if (WINE_D3D8_CAPABLE(gl_info))
1648 if (strstr(gl_renderer, "X1600")
1649 || strstr(gl_renderer, "X1650")
1650 || strstr(gl_renderer, "X1800")
1651 || strstr(gl_renderer, "X1900")
1652 || strstr(gl_renderer, "X1950"))
1654 return CARD_ATI_RADEON_X1600;
1657 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1658 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1659 if (strstr(gl_renderer, "X700")
1660 || strstr(gl_renderer, "X800")
1661 || strstr(gl_renderer, "X850")
1662 || strstr(gl_renderer, "X1300")
1663 || strstr(gl_renderer, "X1400")
1664 || strstr(gl_renderer, "X1450")
1665 || strstr(gl_renderer, "X1550")
1666 || strstr(gl_renderer, "X2300")
1667 || strstr(gl_renderer, "X2500")
1668 || strstr(gl_renderer, "HD 2300")
1671 return CARD_ATI_RADEON_X700;
1674 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1675 if (strstr(gl_renderer, "Radeon Xpress"))
1677 return CARD_ATI_RADEON_XPRESS_200M;
1681 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1684 if (WINE_D3D8_CAPABLE(gl_info))
1686 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1689 if (WINE_D3D7_CAPABLE(gl_info))
1691 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1694 return CARD_ATI_RAGE_128PRO;
1697 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1698 const char *gl_renderer)
1700 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1701 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1703 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1704 return CARD_INTEL_X3100;
1707 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1709 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1710 return CARD_INTEL_I945GM;
1713 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1714 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1715 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1716 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1717 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1718 return CARD_INTEL_I915G;
1722 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1723 const char *gl_renderer)
1727 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1729 * Beware: renderer string do not match exact card model,
1730 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1731 if (strstr(gl_renderer, "Gallium"))
1733 /* 20101109 - These are never returned by current Gallium radeon
1734 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1736 * These are returned but not handled: RC410, RV380. */
1739 const char *renderer;
1740 enum wined3d_pci_device id;
1745 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1746 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1747 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1748 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1749 {"CEDAR", CARD_ATI_RADEON_HD5400},
1751 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1752 {"RV790", CARD_ATI_RADEON_HD4800},
1753 {"RV770", CARD_ATI_RADEON_HD4800},
1754 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1755 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1756 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1757 /* R600/R700 integrated */
1758 {"RS880", CARD_ATI_RADEON_HD3200},
1759 {"RS780", CARD_ATI_RADEON_HD3200},
1761 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1762 {"R600", CARD_ATI_RADEON_HD2900},
1763 {"RV670", CARD_ATI_RADEON_HD2900},
1764 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1765 {"RV630", CARD_ATI_RADEON_HD2600},
1766 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1767 {"RV610", CARD_ATI_RADEON_HD2350},
1769 {"R580", CARD_ATI_RADEON_X1600},
1770 {"R520", CARD_ATI_RADEON_X1600},
1771 {"RV570", CARD_ATI_RADEON_X1600},
1772 {"RV560", CARD_ATI_RADEON_X1600},
1773 {"RV535", CARD_ATI_RADEON_X1600},
1774 {"RV530", CARD_ATI_RADEON_X1600},
1775 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1776 {"RV515", CARD_ATI_RADEON_X700},
1778 {"R481", CARD_ATI_RADEON_X700},
1779 {"R480", CARD_ATI_RADEON_X700},
1780 {"R430", CARD_ATI_RADEON_X700},
1781 {"R423", CARD_ATI_RADEON_X700},
1782 {"R420", CARD_ATI_RADEON_X700},
1783 {"R410", CARD_ATI_RADEON_X700},
1784 {"RV410", CARD_ATI_RADEON_X700},
1785 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1786 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1787 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1788 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1789 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1790 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1791 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1792 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1794 {"R360", CARD_ATI_RADEON_9500},
1795 {"R350", CARD_ATI_RADEON_9500},
1796 {"R300", CARD_ATI_RADEON_9500},
1797 {"RV370", CARD_ATI_RADEON_9500},
1798 {"RV360", CARD_ATI_RADEON_9500},
1799 {"RV351", CARD_ATI_RADEON_9500},
1800 {"RV350", CARD_ATI_RADEON_9500},
1803 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1805 if (strstr(gl_renderer, cards[i].renderer))
1810 if (WINE_D3D9_CAPABLE(gl_info))
1814 const char *renderer;
1815 enum wined3d_pci_device id;
1820 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1821 {"(RV790", CARD_ATI_RADEON_HD4800},
1822 {"(RV770", CARD_ATI_RADEON_HD4800},
1823 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1824 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1825 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1826 /* R600/R700 integrated */
1827 {"RS880", CARD_ATI_RADEON_HD3200},
1828 {"RS780", CARD_ATI_RADEON_HD3200},
1830 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1831 {"(R600", CARD_ATI_RADEON_HD2900},
1832 {"(RV670", CARD_ATI_RADEON_HD2900},
1833 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1834 {"(RV630", CARD_ATI_RADEON_HD2600},
1835 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1836 {"(RV610", CARD_ATI_RADEON_HD2350},
1839 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1841 if (strstr(gl_renderer, cards[i].renderer))
1846 if (WINE_D3D8_CAPABLE(gl_info))
1848 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1851 if (WINE_D3D7_CAPABLE(gl_info))
1853 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1856 return CARD_ATI_RAGE_128PRO;
1859 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1860 const char *gl_renderer)
1862 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1863 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1864 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1865 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1866 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1867 return CARD_NVIDIA_RIVA_128;
1871 struct vendor_card_selection
1873 enum wined3d_gl_vendor gl_vendor;
1874 enum wined3d_pci_vendor card_vendor;
1875 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1876 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1879 static const struct vendor_card_selection vendor_card_select_table[] =
1881 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1882 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1883 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1884 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1885 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1886 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1887 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1888 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1889 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1893 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1894 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1896 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1897 * different GPUs with roughly the same features. In most cases GPUs from a
1898 * certain family differ in clockspeeds, the amount of video memory and the
1899 * number of shader pipelines.
1901 * A Direct3D device object contains the PCI id (vendor + device) of the
1902 * videocard which is used for rendering. Various applications use this
1903 * information to get a rough estimation of the features of the card and
1904 * some might use it for enabling 3d effects only on certain types of
1905 * videocards. In some cases games might even use it to work around bugs
1906 * which happen on certain videocards/driver combinations. The problem is
1907 * that OpenGL only exposes a rendering string containing the name of the
1908 * videocard and not the PCI id.
1910 * Various games depend on the PCI id, so somehow we need to provide one.
1911 * A simple option is to parse the renderer string and translate this to
1912 * the right PCI id. This is a lot of work because there are more than 200
1913 * GPUs just for Nvidia. Various cards share the same renderer string, so
1914 * the amount of code might be 'small' but there are quite a number of
1915 * exceptions which would make this a pain to maintain. Another way would
1916 * be to query the PCI id from the operating system (assuming this is the
1917 * videocard which is used for rendering which is not always the case).
1918 * This would work but it is not very portable. Second it would not work
1919 * well in, let's say, a remote X situation in which the amount of 3d
1920 * features which can be used is limited.
1922 * As said most games only use the PCI id to get an indication of the
1923 * capabilities of the card. It doesn't really matter if the given id is
1924 * the correct one if we return the id of a card with similar 3d features.
1926 * The code below checks the OpenGL capabilities of a videocard and matches
1927 * that to a certain level of Direct3D functionality. Once a card passes
1928 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1929 * least a GeforceFX. To give a better estimate we do a basic check on the
1930 * renderer string but if that won't pass we return a default card. This
1931 * way is better than maintaining a full card database as even without a
1932 * full database we can return a card with similar features. Second the
1933 * size of the database can be made quite small because when you know what
1934 * type of 3d functionality a card has, you know to which GPU family the
1935 * GPU must belong. Because of this you only have to check a small part of
1936 * the renderer string to distinguishes between different models from that
1939 * The code also selects a default amount of video memory which we will
1940 * use for an estimation of the amount of free texture memory. In case of
1941 * real D3D the amount of texture memory includes video memory and system
1942 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1943 * HyperMemory). We don't know how much system memory can be addressed by
1944 * the system but we can make a reasonable estimation about the amount of
1945 * video memory. If the value is slightly wrong it doesn't matter as we
1946 * didn't include AGP-like memory which makes the amount of addressable
1947 * memory higher and second OpenGL isn't that critical it moves to system
1948 * memory behind our backs if really needed. Note that the amount of video
1949 * memory can be overruled using a registry setting. */
1953 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1955 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1956 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1958 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1959 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1962 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1963 *gl_vendor, *card_vendor);
1965 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1966 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1967 * them a good generic choice. */
1968 *card_vendor = HW_VENDOR_NVIDIA;
1969 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1970 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1971 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1972 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1973 return CARD_NVIDIA_RIVA_128;
1976 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1978 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1979 int vs_selected_mode, ps_selected_mode;
1981 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1982 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1983 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1984 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1985 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1986 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1987 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1988 else return &ffp_fragment_pipeline;
1991 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1993 int vs_selected_mode, ps_selected_mode;
1995 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1996 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1997 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1998 return &none_shader_backend;
2001 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2003 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2004 int vs_selected_mode, ps_selected_mode;
2006 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2007 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2008 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2009 else return &ffp_blit;
2012 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2016 #define USE_GL_FUNC(type, pfn, ext, replace) \
2017 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2018 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2019 else gl_info->pfn = NULL;
2024 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2029 /* Context activation is done by the caller. */
2030 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2032 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2033 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2034 const char *GL_Extensions = NULL;
2035 const char *WGL_Extensions = NULL;
2036 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2037 struct fragment_caps fragment_caps;
2038 enum wined3d_gl_vendor gl_vendor;
2039 enum wined3d_pci_vendor card_vendor;
2040 enum wined3d_pci_device device;
2042 GLfloat gl_floatv[2];
2048 TRACE_(d3d_caps)("(%p)\n", gl_info);
2052 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2053 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2054 if (!gl_renderer_str)
2057 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2061 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2062 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2066 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2070 /* Parse the GL_VERSION field into major and minor information */
2071 gl_version_str = (const char *)glGetString(GL_VERSION);
2072 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2073 if (!gl_version_str)
2076 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2079 gl_version = wined3d_parse_gl_version(gl_version_str);
2082 * Initialize openGL extension related variables
2083 * with Default values
2085 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2086 gl_info->limits.blends = 1;
2087 gl_info->limits.buffers = 1;
2088 gl_info->limits.textures = 1;
2089 gl_info->limits.fragment_samplers = 1;
2090 gl_info->limits.vertex_samplers = 0;
2091 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2092 gl_info->limits.sampler_stages = 1;
2093 gl_info->limits.glsl_vs_float_constants = 0;
2094 gl_info->limits.glsl_ps_float_constants = 0;
2095 gl_info->limits.arb_vs_float_constants = 0;
2096 gl_info->limits.arb_vs_native_constants = 0;
2097 gl_info->limits.arb_vs_instructions = 0;
2098 gl_info->limits.arb_vs_temps = 0;
2099 gl_info->limits.arb_ps_float_constants = 0;
2100 gl_info->limits.arb_ps_local_constants = 0;
2101 gl_info->limits.arb_ps_instructions = 0;
2102 gl_info->limits.arb_ps_temps = 0;
2104 /* Retrieve opengl defaults */
2105 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2106 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2107 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2109 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2110 gl_info->limits.lights = gl_max;
2111 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2113 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2114 gl_info->limits.texture_size = gl_max;
2115 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2117 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2118 gl_info->limits.pointsize_min = gl_floatv[0];
2119 gl_info->limits.pointsize_max = gl_floatv[1];
2120 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2122 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2123 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2127 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2133 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2135 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2137 while (*GL_Extensions)
2141 while (isspace(*GL_Extensions)) ++GL_Extensions;
2142 start = GL_Extensions;
2143 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2145 len = GL_Extensions - start;
2148 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2150 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2152 if (len == strlen(EXTENSION_MAP[i].extension_string)
2153 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2155 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2156 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2162 /* Now work out what GL support this card really has */
2163 load_gl_funcs( gl_info, gl_version );
2167 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2168 * loading the functions, otherwise the code above will load the extension entry points instead of the
2169 * core functions, which may not work. */
2170 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2172 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2173 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2175 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2176 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2180 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2182 if (gl_info->supported[APPLE_FENCE])
2184 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2185 * The apple extension interacts with some other apple exts. Disable the NV
2186 * extension if the apple one is support to prevent confusion in other parts
2188 gl_info->supported[NV_FENCE] = FALSE;
2190 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2192 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2194 * The enums are the same:
2195 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2196 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2197 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2198 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2199 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2201 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2203 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2204 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2206 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2208 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2209 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2212 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2214 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2215 * functionality. Prefer the ARB extension */
2216 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2218 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2220 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2221 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2223 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2225 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2226 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2228 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2230 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2231 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2233 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2235 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2236 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2238 if (gl_info->supported[NV_TEXTURE_SHADER2])
2240 if (gl_info->supported[NV_REGISTER_COMBINERS])
2242 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2243 * are supported. The nv extensions provide the same functionality as the
2244 * ATI one, and a bit more(signed pixelformats). */
2245 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2249 if (gl_info->supported[NV_REGISTER_COMBINERS])
2251 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2252 gl_info->limits.general_combiners = gl_max;
2253 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2255 if (gl_info->supported[ARB_DRAW_BUFFERS])
2257 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2258 gl_info->limits.buffers = gl_max;
2259 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2261 if (gl_info->supported[ARB_MULTITEXTURE])
2263 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2264 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2265 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2267 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2270 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2271 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2275 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2277 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2279 if (gl_info->supported[ARB_VERTEX_SHADER])
2282 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2283 gl_info->limits.vertex_samplers = tmp;
2284 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2285 gl_info->limits.combined_samplers = tmp;
2287 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2288 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2289 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2290 * shader is used with fixed function vertex processing we're fine too because fixed function
2291 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2292 * used we have to make sure that all vertex sampler setups are valid together with all
2293 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2294 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2295 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2296 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2297 * a fixed function pipeline anymore.
2299 * So this is just a check to check that our assumption holds true. If not, write a warning
2300 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2301 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2302 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2304 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2305 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2306 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2307 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2308 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2310 gl_info->limits.vertex_samplers = 0;
2315 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2317 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2318 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2320 if (gl_info->supported[ARB_VERTEX_BLEND])
2322 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2323 gl_info->limits.blends = gl_max;
2324 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2326 if (gl_info->supported[EXT_TEXTURE3D])
2328 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2329 gl_info->limits.texture3d_size = gl_max;
2330 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2332 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2334 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2335 gl_info->limits.anisotropy = gl_max;
2336 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2338 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2340 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2341 gl_info->limits.arb_ps_float_constants = gl_max;
2342 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2343 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2344 gl_info->limits.arb_ps_native_constants = gl_max;
2345 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2346 gl_info->limits.arb_ps_native_constants);
2347 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2348 gl_info->limits.arb_ps_temps = gl_max;
2349 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2350 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2351 gl_info->limits.arb_ps_instructions = gl_max;
2352 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2353 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2354 gl_info->limits.arb_ps_local_constants = gl_max;
2355 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2357 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2359 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2360 gl_info->limits.arb_vs_float_constants = gl_max;
2361 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2362 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2363 gl_info->limits.arb_vs_native_constants = gl_max;
2364 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2365 gl_info->limits.arb_vs_native_constants);
2366 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2367 gl_info->limits.arb_vs_temps = gl_max;
2368 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2369 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2370 gl_info->limits.arb_vs_instructions = gl_max;
2371 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2373 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2375 if (gl_info->supported[ARB_VERTEX_SHADER])
2377 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2378 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2379 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2381 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2383 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2384 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2385 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2386 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2387 gl_info->limits.glsl_varyings = gl_max;
2388 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2390 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2392 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2393 unsigned int major, minor;
2395 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2397 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2398 sscanf(str, "%u.%u", &major, &minor);
2399 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2401 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2403 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2407 gl_info->limits.shininess = 128.0f;
2409 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2411 /* If we have full NP2 texture support, disable
2412 * GL_ARB_texture_rectangle because we will never use it.
2413 * This saves a few redundant glDisable calls. */
2414 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2416 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2418 /* Disable NV_register_combiners and fragment shader if this is supported.
2419 * generally the NV extensions are preferred over the ATI ones, and this
2420 * extension is disabled if register_combiners and texture_shader2 are both
2421 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2422 * fragment processing support. */
2423 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2424 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2425 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2426 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2428 if (gl_info->supported[NV_HALF_FLOAT])
2430 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2431 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2433 if (gl_info->supported[ARB_POINT_SPRITE])
2435 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2439 gl_info->limits.point_sprite_units = 0;
2441 checkGLcall("extension detection");
2445 adapter->fragment_pipe = select_fragment_implementation(adapter);
2446 adapter->shader_backend = select_shader_backend(adapter);
2447 adapter->blitter = select_blit_implementation(adapter);
2449 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2450 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2451 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2453 /* In some cases the number of texture stages can be larger than the number
2454 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2455 * shaders), but 8 texture stages (register combiners). */
2456 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2458 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2460 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2461 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2462 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2463 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2464 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2465 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2466 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2467 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2468 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2469 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2470 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2471 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2472 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2473 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2474 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2475 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2476 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2477 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2478 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2482 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2484 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2485 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2486 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2487 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2488 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2489 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2490 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2491 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2492 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2493 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2494 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2495 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2496 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2497 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2498 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2499 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2500 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2502 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2504 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2505 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2507 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2509 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2511 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2513 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2517 /* MRTs are currently only supported when FBOs are used. */
2518 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2520 gl_info->limits.buffers = 1;
2523 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2524 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2525 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2527 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2528 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2530 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2531 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2532 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2533 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2534 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2535 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2536 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2537 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2539 /* Make sure there's an active HDC else the WGL extensions will fail */
2540 hdc = pwglGetCurrentDC();
2542 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2543 if(GL_EXTCALL(wglGetExtensionsStringARB))
2544 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2546 if (!WGL_Extensions)
2548 ERR(" WGL_Extensions returns NULL\n");
2552 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2553 while (*WGL_Extensions)
2558 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2559 Start = WGL_Extensions;
2560 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2562 len = WGL_Extensions - Start;
2563 if (!len || len >= sizeof(ThisExtn))
2566 memcpy(ThisExtn, Start, len);
2567 ThisExtn[len] = '\0';
2568 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2570 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2571 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2572 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2574 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2575 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2576 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2582 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2583 init_driver_info(driver_info, card_vendor, device);
2584 add_gl_compat_wrappers(gl_info);
2589 /**********************************************************
2590 * IWineD3D implementation follows
2591 **********************************************************/
2593 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2594 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2596 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2598 return This->adapter_count;
2601 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2603 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2608 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2609 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2611 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2613 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2617 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2620 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2621 of the same bpp but different resolutions */
2623 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2624 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2626 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2628 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2630 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2634 /* TODO: Store modes per adapter and read it from the adapter structure */
2637 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2638 UINT format_bits = format->byte_count * CHAR_BIT;
2643 memset(&mode, 0, sizeof(mode));
2644 mode.dmSize = sizeof(mode);
2646 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2650 if (format_id == WINED3DFMT_UNKNOWN)
2652 /* This is for D3D8, do not enumerate P8 here */
2653 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2655 else if (mode.dmBitsPerPel == format_bits)
2661 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2664 FIXME_(d3d_caps)("Adapter not primary display\n");
2669 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2670 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2671 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2673 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2675 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2676 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2678 /* Validate the parameters as much as possible */
2679 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2680 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2682 return WINED3DERR_INVALIDCALL;
2685 /* TODO: Store modes per adapter and read it from the adapter structure */
2688 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2689 UINT format_bits = format->byte_count * CHAR_BIT;
2695 ZeroMemory(&DevModeW, sizeof(DevModeW));
2696 DevModeW.dmSize = sizeof(DevModeW);
2698 /* If we are filtering to a specific format (D3D9), then need to skip
2699 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2700 just count through the ones with valid bit depths */
2701 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2703 if (format_id == WINED3DFMT_UNKNOWN)
2705 /* This is for D3D8, do not enumerate P8 here */
2706 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2708 else if (DevModeW.dmBitsPerPel == format_bits)
2716 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2717 return WINED3DERR_INVALIDCALL;
2721 /* Now get the display mode via the calculated index */
2722 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2723 pMode->Width = DevModeW.dmPelsWidth;
2724 pMode->Height = DevModeW.dmPelsHeight;
2725 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2726 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2727 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2729 if (format_id == WINED3DFMT_UNKNOWN)
2730 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2732 pMode->Format = format_id;
2736 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2737 return WINED3DERR_INVALIDCALL;
2740 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2741 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2742 DevModeW.dmBitsPerPel);
2747 FIXME_(d3d_caps)("Adapter not primary display\n");
2753 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2755 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2757 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2758 return WINED3DERR_INVALIDCALL;
2760 if (Adapter == 0) { /* Display */
2764 ZeroMemory(&DevModeW, sizeof(DevModeW));
2765 DevModeW.dmSize = sizeof(DevModeW);
2767 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2768 pMode->Width = DevModeW.dmPelsWidth;
2769 pMode->Height = DevModeW.dmPelsHeight;
2770 bpp = DevModeW.dmBitsPerPel;
2771 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2772 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2774 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2777 pMode->Format = pixelformat_for_depth(bpp);
2779 FIXME_(d3d_caps)("Adapter not primary display\n");
2782 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2783 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2787 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2788 and fields being inserted in the middle, a new structure is used in place */
2789 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2790 UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2792 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2793 struct wined3d_adapter *adapter;
2796 TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2798 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2799 return WINED3DERR_INVALIDCALL;
2802 adapter = &This->adapters[Adapter];
2804 /* Return the information requested */
2805 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2807 if (pIdentifier->driver_size)
2809 const char *name = adapter->driver_info.name;
2810 len = min(strlen(name), pIdentifier->driver_size - 1);
2811 memcpy(pIdentifier->driver, name, len);
2812 pIdentifier->driver[len] = '\0';
2815 if (pIdentifier->description_size)
2817 const char *description = adapter->driver_info.description;
2818 len = min(strlen(description), pIdentifier->description_size - 1);
2819 memcpy(pIdentifier->description, description, len);
2820 pIdentifier->description[len] = '\0';
2823 /* Note that d3d8 doesn't supply a device name. */
2824 if (pIdentifier->device_name_size)
2826 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2828 len = strlen(device_name);
2829 if (len >= pIdentifier->device_name_size)
2831 ERR("Device name size too small.\n");
2832 return WINED3DERR_INVALIDCALL;
2835 memcpy(pIdentifier->device_name, device_name, len);
2836 pIdentifier->device_name[len] = '\0';
2839 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2840 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2841 pIdentifier->vendor_id = adapter->driver_info.vendor;
2842 pIdentifier->device_id = adapter->driver_info.device;
2843 pIdentifier->subsystem_id = 0;
2844 pIdentifier->revision = 0;
2845 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2846 pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2847 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2848 pIdentifier->video_memory = adapter->TextureRam;
2853 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2854 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2856 short redSize, greenSize, blueSize, alphaSize, colorBits;
2861 /* Float formats need FBOs. If FBOs are used this function isn't called */
2862 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2864 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2865 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2867 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2871 if(cfg->redSize < redSize)
2874 if(cfg->greenSize < greenSize)
2877 if(cfg->blueSize < blueSize)
2880 if(cfg->alphaSize < alphaSize)
2886 /* Probably a RGBA_float or color index mode */
2890 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2891 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2893 short depthSize, stencilSize;
2894 BOOL lockable = FALSE;
2899 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2901 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2905 /* Float formats need FBOs. If FBOs are used this function isn't called */
2906 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2908 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2911 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2912 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2913 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2914 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2917 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2918 * allow more stencil bits than requested. */
2919 if(cfg->stencilSize < stencilSize)
2925 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2926 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2927 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2929 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2931 const WineD3D_PixelFormat *cfgs;
2932 const struct wined3d_adapter *adapter;
2933 const struct wined3d_format *rt_format;
2934 const struct wined3d_format *ds_format;
2937 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2939 DeviceType, debug_d3ddevicetype(DeviceType),
2940 AdapterFormat, debug_d3dformat(AdapterFormat),
2941 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2942 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2944 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2945 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2946 return WINED3DERR_INVALIDCALL;
2949 adapter = &This->adapters[Adapter];
2950 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2951 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2952 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2954 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2955 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2957 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2963 cfgs = adapter->cfgs;
2964 nCfgs = adapter->nCfgs;
2965 for (it = 0; it < nCfgs; ++it)
2967 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2969 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2971 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2977 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2979 return WINED3DERR_NOTAVAILABLE;
2982 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2983 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2984 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2986 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2987 const struct wined3d_adapter *adapter;
2988 const struct wined3d_format *format;
2990 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2993 DeviceType, debug_d3ddevicetype(DeviceType),
2994 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2999 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3000 return WINED3DERR_INVALIDCALL;
3003 /* TODO: handle Windowed, add more quality levels */
3005 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3006 if(pQualityLevels) *pQualityLevels = 1;
3010 /* By default multisampling is disabled right now as it causes issues
3011 * on some Nvidia driver versions and it doesn't work well in combination
3013 if(!wined3d_settings.allow_multisampling)
3014 return WINED3DERR_NOTAVAILABLE;
3016 adapter = &This->adapters[Adapter];
3017 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3018 if (!format) return WINED3DERR_INVALIDCALL;
3020 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3023 const WineD3D_PixelFormat *cfgs;
3025 cfgs = adapter->cfgs;
3026 nCfgs = adapter->nCfgs;
3027 for(i=0; i<nCfgs; i++) {
3028 if(cfgs[i].numSamples != MultiSampleType)
3031 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3034 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3037 *pQualityLevels = 1; /* Guess at a value! */
3041 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3043 short redSize, greenSize, blueSize, alphaSize, colorBits;
3045 const WineD3D_PixelFormat *cfgs;
3047 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3049 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3050 return WINED3DERR_NOTAVAILABLE;
3053 cfgs = adapter->cfgs;
3054 nCfgs = adapter->nCfgs;
3055 for(i=0; i<nCfgs; i++) {
3056 if(cfgs[i].numSamples != MultiSampleType)
3058 if(cfgs[i].redSize != redSize)
3060 if(cfgs[i].greenSize != greenSize)
3062 if(cfgs[i].blueSize != blueSize)
3064 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3065 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3067 if (cfgs[i].colorSize != (format->byte_count << 3))
3070 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3073 *pQualityLevels = 1; /* Guess at a value! */
3077 return WINED3DERR_NOTAVAILABLE;
3080 /* Check if we support bumpmapping for a format */
3081 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3083 /* Ask the fixed function pipeline implementation if it can deal
3084 * with the conversion. If we've got a GL extension giving native
3085 * support this will be an identity conversion. */
3086 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3087 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3090 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3091 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3092 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3096 /* Only allow depth/stencil formats */
3097 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3099 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3101 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3102 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3106 /* Walk through all WGL pixel formats to find a match */
3107 for (it = 0; it < adapter->nCfgs; ++it)
3109 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3110 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3112 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3123 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3125 /* The flags entry of a format contains the filtering capability */
3126 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3131 /* Check the render target capabilities of a format */
3132 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3133 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3135 /* Filter out non-RT formats */
3136 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3137 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3139 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3141 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3142 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3144 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3145 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3147 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3148 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3149 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3150 TRACE_(d3d_caps)("[FAILED]\n");
3154 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3155 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3156 for (it = 0; it < adapter->nCfgs; ++it)
3158 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3159 &cfgs[it], check_format))
3161 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3162 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3167 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3169 /* For now return TRUE for FBOs until we have some proper checks.
3170 * Note that this function will only be called when the format is around for texturing. */
3176 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3178 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3181 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3183 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3184 * doing the color fixup in shaders.
3185 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3186 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3188 int vs_selected_mode;
3189 int ps_selected_mode;
3190 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3192 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3193 TRACE_(d3d_caps)("[OK]\n");
3198 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3202 /* Check if a format support blending in combination with pixel shaders */
3203 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3204 const struct wined3d_format *format)
3206 /* The flags entry of a format contains the post pixel shader blending capability */
3207 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3212 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3214 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3215 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3216 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3217 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3218 * capability anyway.
3220 * For now lets report this on all formats, but in the future we may want to
3221 * restrict it to some should games need that
3226 /* Check if a texture format is supported on the given adapter */
3227 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3229 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3234 * supported: RGB(A) formats
3236 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3237 case WINED3DFMT_B8G8R8A8_UNORM:
3238 case WINED3DFMT_B8G8R8X8_UNORM:
3239 case WINED3DFMT_B5G6R5_UNORM:
3240 case WINED3DFMT_B5G5R5X1_UNORM:
3241 case WINED3DFMT_B5G5R5A1_UNORM:
3242 case WINED3DFMT_B4G4R4A4_UNORM:
3243 case WINED3DFMT_A8_UNORM:
3244 case WINED3DFMT_B4G4R4X4_UNORM:
3245 case WINED3DFMT_R8G8B8A8_UNORM:
3246 case WINED3DFMT_R8G8B8X8_UNORM:
3247 case WINED3DFMT_B10G10R10A2_UNORM:
3248 case WINED3DFMT_R10G10B10A2_UNORM:
3249 case WINED3DFMT_R16G16_UNORM:
3250 TRACE_(d3d_caps)("[OK]\n");
3253 case WINED3DFMT_B2G3R3_UNORM:
3254 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3258 * Not supported: Palettized
3259 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3260 * Since it is not widely available, don't offer it. Further no Windows driver offers
3261 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3263 case WINED3DFMT_P8_UINT:
3264 case WINED3DFMT_P8_UINT_A8_UNORM:
3268 * Supported: (Alpha)-Luminance
3270 case WINED3DFMT_L8_UNORM:
3271 case WINED3DFMT_L8A8_UNORM:
3272 case WINED3DFMT_L16_UNORM:
3273 TRACE_(d3d_caps)("[OK]\n");
3276 /* Not supported on Windows, thus disabled */
3277 case WINED3DFMT_L4A4_UNORM:
3278 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3282 * Supported: Depth/Stencil formats
3284 case WINED3DFMT_D16_LOCKABLE:
3285 case WINED3DFMT_D16_UNORM:
3286 case WINED3DFMT_S1_UINT_D15_UNORM:
3287 case WINED3DFMT_X8D24_UNORM:
3288 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3289 case WINED3DFMT_D24_UNORM_S8_UINT:
3290 case WINED3DFMT_S8_UINT_D24_FLOAT:
3291 case WINED3DFMT_D32_UNORM:
3292 case WINED3DFMT_D32_FLOAT:
3295 case WINED3DFMT_INTZ:
3296 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3297 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3302 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3303 * GL_NV_texture_shader). Emulated by shaders
3305 case WINED3DFMT_R8G8_SNORM:
3306 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3307 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3308 case WINED3DFMT_R8G8B8A8_SNORM:
3309 case WINED3DFMT_R16G16_SNORM:
3310 /* Ask the shader backend if it can deal with the conversion. If
3311 * we've got a GL extension giving native support this will be an
3312 * identity conversion. */
3313 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3315 TRACE_(d3d_caps)("[OK]\n");
3318 TRACE_(d3d_caps)("[FAILED]\n");
3321 case WINED3DFMT_DXT1:
3322 case WINED3DFMT_DXT2:
3323 case WINED3DFMT_DXT3:
3324 case WINED3DFMT_DXT4:
3325 case WINED3DFMT_DXT5:
3326 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3328 TRACE_(d3d_caps)("[OK]\n");
3331 TRACE_(d3d_caps)("[FAILED]\n");
3336 * Odd formats - not supported
3338 case WINED3DFMT_VERTEXDATA:
3339 case WINED3DFMT_R16_UINT:
3340 case WINED3DFMT_R32_UINT:
3341 case WINED3DFMT_R16G16B16A16_SNORM:
3342 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3343 case WINED3DFMT_R10G11B11_SNORM:
3344 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3348 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3350 case WINED3DFMT_R8G8_SNORM_Cx:
3351 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3355 case WINED3DFMT_UYVY:
3356 case WINED3DFMT_YUY2:
3357 if (gl_info->supported[APPLE_YCBCR_422])
3359 TRACE_(d3d_caps)("[OK]\n");
3362 TRACE_(d3d_caps)("[FAILED]\n");
3364 case WINED3DFMT_YV12:
3365 TRACE_(d3d_caps)("[FAILED]\n");
3369 case WINED3DFMT_R16G16B16A16_UNORM:
3370 case WINED3DFMT_B2G3R3A8_UNORM:
3371 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3374 /* Floating point formats */
3375 case WINED3DFMT_R16_FLOAT:
3376 case WINED3DFMT_R16G16_FLOAT:
3377 case WINED3DFMT_R16G16B16A16_FLOAT:
3378 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3380 TRACE_(d3d_caps)("[OK]\n");
3383 TRACE_(d3d_caps)("[FAILED]\n");
3386 case WINED3DFMT_R32_FLOAT:
3387 case WINED3DFMT_R32G32_FLOAT:
3388 case WINED3DFMT_R32G32B32A32_FLOAT:
3389 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3391 TRACE_(d3d_caps)("[OK]\n");
3394 TRACE_(d3d_caps)("[FAILED]\n");
3397 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3398 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3399 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3400 * We can do instancing with all shader versions, but we need vertex shaders.
3402 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3403 * to enable instancing. WineD3D doesn't need that and just ignores it.
3405 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3407 case WINED3DFMT_INST:
3408 TRACE("ATI Instancing check hack\n");
3409 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3411 TRACE_(d3d_caps)("[OK]\n");
3414 TRACE_(d3d_caps)("[FAILED]\n");
3417 /* Some weird FOURCC formats */
3418 case WINED3DFMT_R8G8_B8G8:
3419 case WINED3DFMT_G8R8_G8B8:
3420 case WINED3DFMT_MULTI2_ARGB8:
3421 TRACE_(d3d_caps)("[FAILED]\n");
3424 /* Vendor specific formats */
3425 case WINED3DFMT_ATI2N:
3426 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3427 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3429 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3430 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3432 TRACE_(d3d_caps)("[OK]\n");
3436 TRACE_(d3d_caps)("[OK]\n");
3439 TRACE_(d3d_caps)("[FAILED]\n");
3442 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3443 * format MAKEFOURCC('N','V','D','B') is used.
3444 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3445 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3448 case WINED3DFMT_NVDB:
3449 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3451 TRACE_(d3d_caps)("[OK]\n");
3454 TRACE_(d3d_caps)("[FAILED]\n");
3457 case WINED3DFMT_NVHU:
3458 case WINED3DFMT_NVHS:
3459 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3460 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3461 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3462 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3463 * Applications have to deal with not having NVHS and NVHU.
3465 TRACE_(d3d_caps)("[FAILED]\n");
3468 case WINED3DFMT_UNKNOWN:
3472 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3478 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3479 const struct wined3d_format *adapter_format,
3480 const struct wined3d_format *check_format,
3481 WINED3DSURFTYPE SurfaceType)
3483 if (SurfaceType == SURFACE_GDI)
3485 switch (check_format->id)
3487 case WINED3DFMT_B8G8R8_UNORM:
3488 case WINED3DFMT_B8G8R8A8_UNORM:
3489 case WINED3DFMT_B8G8R8X8_UNORM:
3490 case WINED3DFMT_B5G6R5_UNORM:
3491 case WINED3DFMT_B5G5R5X1_UNORM:
3492 case WINED3DFMT_B5G5R5A1_UNORM:
3493 case WINED3DFMT_B4G4R4A4_UNORM:
3494 case WINED3DFMT_B2G3R3_UNORM:
3495 case WINED3DFMT_A8_UNORM:
3496 case WINED3DFMT_B2G3R3A8_UNORM:
3497 case WINED3DFMT_B4G4R4X4_UNORM:
3498 case WINED3DFMT_R10G10B10A2_UNORM:
3499 case WINED3DFMT_R8G8B8A8_UNORM:
3500 case WINED3DFMT_R8G8B8X8_UNORM:
3501 case WINED3DFMT_R16G16_UNORM:
3502 case WINED3DFMT_B10G10R10A2_UNORM:
3503 case WINED3DFMT_R16G16B16A16_UNORM:
3504 case WINED3DFMT_P8_UINT:
3505 TRACE_(d3d_caps)("[OK]\n");
3508 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3513 /* All format that are supported for textures are supported for surfaces as well */
3514 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3515 /* All depth stencil formats are supported on surfaces */
3516 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3518 /* If opengl can't process the format natively, the blitter may be able to convert it */
3519 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3520 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3521 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3523 TRACE_(d3d_caps)("[OK]\n");
3527 /* Reject other formats */
3528 TRACE_(d3d_caps)("[FAILED]\n");
3532 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3533 const struct wined3d_format *format)
3535 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3538 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3539 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3540 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3542 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3543 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3544 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3545 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3546 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3547 DWORD UsageCaps = 0;
3549 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3552 DeviceType, debug_d3ddevicetype(DeviceType),
3553 AdapterFormat, debug_d3dformat(AdapterFormat),
3554 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3555 RType, debug_d3dresourcetype(RType),
3556 CheckFormat, debug_d3dformat(CheckFormat));
3558 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3559 return WINED3DERR_INVALIDCALL;
3564 case WINED3DRTYPE_CUBETEXTURE:
3565 /* Cubetexture allows:
3566 * - WINED3DUSAGE_AUTOGENMIPMAP
3567 * - WINED3DUSAGE_DEPTHSTENCIL
3568 * - WINED3DUSAGE_DYNAMIC
3569 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3570 * - WINED3DUSAGE_RENDERTARGET
3571 * - WINED3DUSAGE_SOFTWAREPROCESSING
3572 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3574 if (SurfaceType != SURFACE_OPENGL)
3576 TRACE_(d3d_caps)("[FAILED]\n");
3577 return WINED3DERR_NOTAVAILABLE;
3580 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3582 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3583 return WINED3DERR_NOTAVAILABLE;
3586 if (!CheckTextureCapability(adapter, format))
3588 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3589 return WINED3DERR_NOTAVAILABLE;
3592 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3594 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3595 /* When autogenmipmap isn't around continue and return
3596 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3597 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3599 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3602 /* Always report dynamic locking. */
3603 if (Usage & WINED3DUSAGE_DYNAMIC)
3604 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3606 if (Usage & WINED3DUSAGE_RENDERTARGET)
3608 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3610 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3611 return WINED3DERR_NOTAVAILABLE;
3613 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3616 /* Always report software processing. */
3617 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3618 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3620 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3622 if (!CheckFilterCapability(adapter, format))
3624 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3625 return WINED3DERR_NOTAVAILABLE;
3627 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3630 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3632 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3634 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3635 return WINED3DERR_NOTAVAILABLE;
3637 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3640 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3642 if (!CheckSrgbReadCapability(adapter, format))
3644 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3645 return WINED3DERR_NOTAVAILABLE;
3647 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3650 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3652 if (!CheckSrgbWriteCapability(adapter, format))
3654 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3655 return WINED3DERR_NOTAVAILABLE;
3657 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3660 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3662 if (!CheckVertexTextureCapability(adapter, format))
3664 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3665 return WINED3DERR_NOTAVAILABLE;
3667 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3670 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3672 if (!CheckWrapAndMipCapability(adapter, format))
3674 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3675 return WINED3DERR_NOTAVAILABLE;
3677 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3681 case WINED3DRTYPE_SURFACE:
3683 * - WINED3DUSAGE_DEPTHSTENCIL
3684 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3685 * - WINED3DUSAGE_RENDERTARGET
3687 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3689 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3690 return WINED3DERR_NOTAVAILABLE;
3693 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3695 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3697 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3698 return WINED3DERR_NOTAVAILABLE;
3700 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3703 if (Usage & WINED3DUSAGE_RENDERTARGET)
3705 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3707 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3708 return WINED3DERR_NOTAVAILABLE;
3710 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3713 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3715 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3717 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3718 return WINED3DERR_NOTAVAILABLE;
3720 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3724 case WINED3DRTYPE_TEXTURE:
3726 * - WINED3DUSAGE_AUTOGENMIPMAP
3727 * - WINED3DUSAGE_DEPTHSTENCIL
3728 * - WINED3DUSAGE_DMAP
3729 * - WINED3DUSAGE_DYNAMIC
3730 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3731 * - WINED3DUSAGE_RENDERTARGET
3732 * - WINED3DUSAGE_SOFTWAREPROCESSING
3733 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3734 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3736 if (SurfaceType != SURFACE_OPENGL)
3738 TRACE_(d3d_caps)("[FAILED]\n");
3739 return WINED3DERR_NOTAVAILABLE;
3742 if (!CheckTextureCapability(adapter, format))
3744 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3745 return WINED3DERR_NOTAVAILABLE;
3748 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3750 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3751 /* When autogenmipmap isn't around continue and return
3752 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3753 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3755 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3758 /* Always report dynamic locking. */
3759 if (Usage & WINED3DUSAGE_DYNAMIC)
3760 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3762 if (Usage & WINED3DUSAGE_RENDERTARGET)
3764 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3766 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3767 return WINED3DERR_NOTAVAILABLE;
3769 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3772 /* Always report software processing. */
3773 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3774 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3776 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3778 if (!CheckFilterCapability(adapter, format))
3780 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3783 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3786 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3788 if (!CheckBumpMapCapability(adapter, format))
3790 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3791 return WINED3DERR_NOTAVAILABLE;
3793 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3796 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3798 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3800 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3801 return WINED3DERR_NOTAVAILABLE;
3803 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3806 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3808 if (!CheckSrgbReadCapability(adapter, format))
3810 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3811 return WINED3DERR_NOTAVAILABLE;
3813 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3816 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3818 if (!CheckSrgbWriteCapability(adapter, format))
3820 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3821 return WINED3DERR_NOTAVAILABLE;
3823 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3826 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3828 if (!CheckVertexTextureCapability(adapter, format))
3830 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3831 return WINED3DERR_NOTAVAILABLE;
3833 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3836 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3838 if (!CheckWrapAndMipCapability(adapter, format))
3840 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3841 return WINED3DERR_NOTAVAILABLE;
3843 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3846 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3848 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3850 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3851 return WINED3DERR_NOTAVAILABLE;
3853 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3855 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3856 return WINED3DERR_NOTAVAILABLE;
3858 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3862 case WINED3DRTYPE_VOLUMETEXTURE:
3863 case WINED3DRTYPE_VOLUME:
3864 /* Volume is to VolumeTexture what Surface is to Texture, but its
3865 * usage caps are not documented. Most driver seem to offer
3866 * (nearly) the same on Volume and VolumeTexture, so do that too.
3868 * Volumetexture allows:
3869 * - D3DUSAGE_DYNAMIC
3870 * - D3DUSAGE_NONSECURE (d3d9ex)
3871 * - D3DUSAGE_SOFTWAREPROCESSING
3872 * - D3DUSAGE_QUERY_WRAPANDMIP
3874 if (SurfaceType != SURFACE_OPENGL)
3876 TRACE_(d3d_caps)("[FAILED]\n");
3877 return WINED3DERR_NOTAVAILABLE;
3880 if (!gl_info->supported[EXT_TEXTURE3D])
3882 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3883 return WINED3DERR_NOTAVAILABLE;
3886 if (!CheckTextureCapability(adapter, format))
3888 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3889 return WINED3DERR_NOTAVAILABLE;
3892 /* Filter formats that need conversion; For one part, this
3893 * conversion is unimplemented, and volume textures are huge, so
3894 * it would be a big performance hit. Unless we hit an application
3895 * needing one of those formats, don't advertize them to avoid
3896 * leading applications into temptation. The windows drivers don't
3897 * support most of those formats on volumes anyway, except for
3898 * WINED3DFMT_R32_FLOAT. */
3899 switch (CheckFormat)
3901 case WINED3DFMT_P8_UINT:
3902 case WINED3DFMT_L4A4_UNORM:
3903 case WINED3DFMT_R32_FLOAT:
3904 case WINED3DFMT_R16_FLOAT:
3905 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3906 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3907 case WINED3DFMT_R16G16_UNORM:
3908 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3909 return WINED3DERR_NOTAVAILABLE;
3911 case WINED3DFMT_R8G8B8A8_SNORM:
3912 case WINED3DFMT_R16G16_SNORM:
3913 if (!gl_info->supported[NV_TEXTURE_SHADER])
3915 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3916 return WINED3DERR_NOTAVAILABLE;
3920 case WINED3DFMT_R8G8_SNORM:
3921 if (!gl_info->supported[NV_TEXTURE_SHADER])
3923 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3924 return WINED3DERR_NOTAVAILABLE;
3928 case WINED3DFMT_DXT1:
3929 case WINED3DFMT_DXT2:
3930 case WINED3DFMT_DXT3:
3931 case WINED3DFMT_DXT4:
3932 case WINED3DFMT_DXT5:
3933 /* The GL_EXT_texture_compression_s3tc spec requires that
3934 * loading an s3tc compressed texture results in an error.
3935 * While the D3D refrast does support s3tc volumes, at
3936 * least the nvidia windows driver does not, so we're free
3937 * not to support this format. */
3938 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3939 return WINED3DERR_NOTAVAILABLE;
3942 /* Do nothing, continue with checking the format below */
3946 /* Always report dynamic locking. */
3947 if (Usage & WINED3DUSAGE_DYNAMIC)
3948 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3950 /* Always report software processing. */
3951 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3952 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3954 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3956 if (!CheckFilterCapability(adapter, format))
3958 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3959 return WINED3DERR_NOTAVAILABLE;
3961 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3964 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3966 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3968 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3969 return WINED3DERR_NOTAVAILABLE;
3971 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3974 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3976 if (!CheckSrgbReadCapability(adapter, format))
3978 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3979 return WINED3DERR_NOTAVAILABLE;
3981 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3984 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3986 if (!CheckSrgbWriteCapability(adapter, format))
3988 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3989 return WINED3DERR_NOTAVAILABLE;
3991 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3994 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3996 if (!CheckVertexTextureCapability(adapter, format))
3998 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3999 return WINED3DERR_NOTAVAILABLE;
4001 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4004 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4006 if (!CheckWrapAndMipCapability(adapter, format))
4008 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4009 return WINED3DERR_NOTAVAILABLE;
4011 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4016 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4017 return WINED3DERR_NOTAVAILABLE;
4020 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4021 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4022 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4023 if (UsageCaps == Usage)
4025 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4026 return WINED3DOK_NOAUTOGEN;
4028 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4029 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4031 return WINED3DERR_NOTAVAILABLE;
4034 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4035 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4037 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4038 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4039 debug_d3dformat(dst_format));
4044 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4045 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4050 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4051 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4052 debug_d3dformat(backbuffer_format), windowed);
4054 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4056 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4057 return WINED3DERR_INVALIDCALL;
4060 /* The task of this function is to check whether a certain display / backbuffer format
4061 * combination is available on the given adapter. In fullscreen mode microsoft specified
4062 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4063 * and display format should match exactly.
4064 * In windowed mode format conversion can occur and this depends on the driver. When format
4065 * conversion is done, this function should nevertheless fail and applications need to use
4066 * CheckDeviceFormatConversion.
4067 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4069 /* There are only 4 display formats. */
4070 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4071 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4072 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4073 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4075 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4076 return WINED3DERR_NOTAVAILABLE;
4079 /* If the requested display format is not available, don't continue. */
4080 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4083 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4084 return WINED3DERR_NOTAVAILABLE;
4087 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4088 * it means 'reuse' the display format for the backbuffer. */
4089 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4091 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4092 return WINED3DERR_NOTAVAILABLE;
4095 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4096 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4097 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4099 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4100 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4101 return WINED3DERR_NOTAVAILABLE;
4104 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4105 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4106 * WINED3DFMT_B5G5R5A1_UNORM. */
4107 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4108 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4110 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4111 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4112 return WINED3DERR_NOTAVAILABLE;
4115 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4116 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4117 * WINED3DFMT_B8G8R8A8_UNORM. */
4118 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4119 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4121 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4122 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4123 return WINED3DERR_NOTAVAILABLE;
4126 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4127 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4128 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4129 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4131 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4132 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4133 return WINED3DERR_NOTAVAILABLE;
4136 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4137 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4138 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4140 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4141 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4146 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4147 subset of a D3DCAPS9 structure. However, it has to come via a void *
4148 as the d3d8 interface cannot import the d3d9 header */
4149 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4151 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4152 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4153 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4154 int vs_selected_mode;
4155 int ps_selected_mode;
4156 struct shader_caps shader_caps;
4157 struct fragment_caps fragment_caps;
4158 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4160 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4162 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4163 return WINED3DERR_INVALIDCALL;
4166 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4168 /* ------------------------------------------------
4169 The following fields apply to both d3d8 and d3d9
4170 ------------------------------------------------ */
4171 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4172 pCaps->AdapterOrdinal = Adapter;
4175 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4176 WINED3DCAPS2_FULLSCREENGAMMA |
4177 WINED3DCAPS2_DYNAMICTEXTURES;
4178 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4180 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4183 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4184 WINED3DCAPS3_COPY_TO_VIDMEM |
4185 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4187 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4188 WINED3DPRESENT_INTERVAL_ONE;
4190 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4191 WINED3DCURSORCAPS_LOWRES;
4193 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4194 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4195 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4196 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4197 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4198 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4199 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4200 WINED3DDEVCAPS_PUREDEVICE |
4201 WINED3DDEVCAPS_HWRASTERIZATION |
4202 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4203 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4204 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4205 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4206 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4207 WINED3DDEVCAPS_RTPATCHES;
4209 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4210 WINED3DPMISCCAPS_CULLCCW |
4211 WINED3DPMISCCAPS_CULLCW |
4212 WINED3DPMISCCAPS_COLORWRITEENABLE |
4213 WINED3DPMISCCAPS_CLIPTLVERTS |
4214 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4215 WINED3DPMISCCAPS_MASKZ |
4216 WINED3DPMISCCAPS_BLENDOP |
4217 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4219 WINED3DPMISCCAPS_NULLREFERENCE
4220 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4221 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4222 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4224 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4225 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4226 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4227 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4229 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4230 WINED3DPRASTERCAPS_PAT |
4231 WINED3DPRASTERCAPS_WFOG |
4232 WINED3DPRASTERCAPS_ZFOG |
4233 WINED3DPRASTERCAPS_FOGVERTEX |
4234 WINED3DPRASTERCAPS_FOGTABLE |
4235 WINED3DPRASTERCAPS_STIPPLE |
4236 WINED3DPRASTERCAPS_SUBPIXEL |
4237 WINED3DPRASTERCAPS_ZTEST |
4238 WINED3DPRASTERCAPS_SCISSORTEST |
4239 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4240 WINED3DPRASTERCAPS_DEPTHBIAS;
4242 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4244 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4245 WINED3DPRASTERCAPS_ZBIAS |
4246 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4248 if (gl_info->supported[NV_FOG_DISTANCE])
4250 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4253 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4254 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4255 WINED3DPRASTERCAPS_ANTIALIASEDGES
4256 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4257 WINED3DPRASTERCAPS_WBUFFER */
4259 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4260 WINED3DPCMPCAPS_EQUAL |
4261 WINED3DPCMPCAPS_GREATER |
4262 WINED3DPCMPCAPS_GREATEREQUAL |
4263 WINED3DPCMPCAPS_LESS |
4264 WINED3DPCMPCAPS_LESSEQUAL |
4265 WINED3DPCMPCAPS_NEVER |
4266 WINED3DPCMPCAPS_NOTEQUAL;
4268 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4269 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4270 WINED3DPBLENDCAPS_DESTALPHA |
4271 WINED3DPBLENDCAPS_DESTCOLOR |
4272 WINED3DPBLENDCAPS_INVDESTALPHA |
4273 WINED3DPBLENDCAPS_INVDESTCOLOR |
4274 WINED3DPBLENDCAPS_INVSRCALPHA |
4275 WINED3DPBLENDCAPS_INVSRCCOLOR |
4276 WINED3DPBLENDCAPS_ONE |
4277 WINED3DPBLENDCAPS_SRCALPHA |
4278 WINED3DPBLENDCAPS_SRCALPHASAT |
4279 WINED3DPBLENDCAPS_SRCCOLOR |
4280 WINED3DPBLENDCAPS_ZERO;
4282 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4283 WINED3DPBLENDCAPS_DESTCOLOR |
4284 WINED3DPBLENDCAPS_INVDESTALPHA |
4285 WINED3DPBLENDCAPS_INVDESTCOLOR |
4286 WINED3DPBLENDCAPS_INVSRCALPHA |
4287 WINED3DPBLENDCAPS_INVSRCCOLOR |
4288 WINED3DPBLENDCAPS_ONE |
4289 WINED3DPBLENDCAPS_SRCALPHA |
4290 WINED3DPBLENDCAPS_SRCCOLOR |
4291 WINED3DPBLENDCAPS_ZERO;
4292 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4293 * according to the glBlendFunc manpage
4295 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4296 * legacy settings for srcblend only
4299 if (gl_info->supported[EXT_BLEND_COLOR])
4301 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4302 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4306 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4307 WINED3DPCMPCAPS_EQUAL |
4308 WINED3DPCMPCAPS_GREATER |
4309 WINED3DPCMPCAPS_GREATEREQUAL |
4310 WINED3DPCMPCAPS_LESS |
4311 WINED3DPCMPCAPS_LESSEQUAL |
4312 WINED3DPCMPCAPS_NEVER |
4313 WINED3DPCMPCAPS_NOTEQUAL;
4315 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4316 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4317 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4318 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4319 WINED3DPSHADECAPS_COLORFLATRGB |
4320 WINED3DPSHADECAPS_FOGFLAT |
4321 WINED3DPSHADECAPS_FOGGOURAUD |
4322 WINED3DPSHADECAPS_SPECULARFLATRGB;
4324 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4325 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4326 WINED3DPTEXTURECAPS_TRANSPARENCY |
4327 WINED3DPTEXTURECAPS_BORDER |
4328 WINED3DPTEXTURECAPS_MIPMAP |
4329 WINED3DPTEXTURECAPS_PROJECTED |
4330 WINED3DPTEXTURECAPS_PERSPECTIVE;
4332 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4334 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4335 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4338 if (gl_info->supported[EXT_TEXTURE3D])
4340 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4341 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4342 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4345 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4347 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4348 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4349 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4353 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4354 WINED3DPTFILTERCAPS_MAGFPOINT |
4355 WINED3DPTFILTERCAPS_MINFLINEAR |
4356 WINED3DPTFILTERCAPS_MINFPOINT |
4357 WINED3DPTFILTERCAPS_MIPFLINEAR |
4358 WINED3DPTFILTERCAPS_MIPFPOINT |
4359 WINED3DPTFILTERCAPS_LINEAR |
4360 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4361 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4362 WINED3DPTFILTERCAPS_MIPLINEAR |
4363 WINED3DPTFILTERCAPS_MIPNEAREST |
4364 WINED3DPTFILTERCAPS_NEAREST;
4366 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4368 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4369 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4372 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4374 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4375 WINED3DPTFILTERCAPS_MAGFPOINT |
4376 WINED3DPTFILTERCAPS_MINFLINEAR |
4377 WINED3DPTFILTERCAPS_MINFPOINT |
4378 WINED3DPTFILTERCAPS_MIPFLINEAR |
4379 WINED3DPTFILTERCAPS_MIPFPOINT |
4380 WINED3DPTFILTERCAPS_LINEAR |
4381 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4382 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4383 WINED3DPTFILTERCAPS_MIPLINEAR |
4384 WINED3DPTFILTERCAPS_MIPNEAREST |
4385 WINED3DPTFILTERCAPS_NEAREST;
4387 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4389 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4390 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4393 pCaps->CubeTextureFilterCaps = 0;
4395 if (gl_info->supported[EXT_TEXTURE3D])
4397 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4398 WINED3DPTFILTERCAPS_MAGFPOINT |
4399 WINED3DPTFILTERCAPS_MINFLINEAR |
4400 WINED3DPTFILTERCAPS_MINFPOINT |
4401 WINED3DPTFILTERCAPS_MIPFLINEAR |
4402 WINED3DPTFILTERCAPS_MIPFPOINT |
4403 WINED3DPTFILTERCAPS_LINEAR |
4404 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4405 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4406 WINED3DPTFILTERCAPS_MIPLINEAR |
4407 WINED3DPTFILTERCAPS_MIPNEAREST |
4408 WINED3DPTFILTERCAPS_NEAREST;
4410 pCaps->VolumeTextureFilterCaps = 0;
4412 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4413 WINED3DPTADDRESSCAPS_CLAMP |
4414 WINED3DPTADDRESSCAPS_WRAP;
4416 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4418 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4420 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4422 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4424 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4426 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4429 if (gl_info->supported[EXT_TEXTURE3D])
4431 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4432 WINED3DPTADDRESSCAPS_CLAMP |
4433 WINED3DPTADDRESSCAPS_WRAP;
4434 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4436 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4438 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4440 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4442 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4444 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4447 pCaps->VolumeTextureAddressCaps = 0;
4449 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4450 WINED3DLINECAPS_ZTEST |
4451 WINED3DLINECAPS_BLEND |
4452 WINED3DLINECAPS_ALPHACMP |
4453 WINED3DLINECAPS_FOG;
4454 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4455 * idea how generating the smoothing alpha values works; the result is different
4458 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4459 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4461 if (gl_info->supported[EXT_TEXTURE3D])
4462 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4464 pCaps->MaxVolumeExtent = 0;
4466 pCaps->MaxTextureRepeat = 32768;
4467 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4468 pCaps->MaxVertexW = 1.0f;
4470 pCaps->GuardBandLeft = 0.0f;
4471 pCaps->GuardBandTop = 0.0f;
4472 pCaps->GuardBandRight = 0.0f;
4473 pCaps->GuardBandBottom = 0.0f;
4475 pCaps->ExtentsAdjust = 0.0f;
4477 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4478 WINED3DSTENCILCAPS_INCRSAT |
4479 WINED3DSTENCILCAPS_INVERT |
4480 WINED3DSTENCILCAPS_KEEP |
4481 WINED3DSTENCILCAPS_REPLACE |
4482 WINED3DSTENCILCAPS_ZERO;
4483 if (gl_info->supported[EXT_STENCIL_WRAP])
4485 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4486 WINED3DSTENCILCAPS_INCR;
4488 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4490 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4493 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4495 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4496 pCaps->MaxActiveLights = gl_info->limits.lights;
4498 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4499 pCaps->MaxVertexBlendMatrixIndex = 0;
4501 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4502 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4505 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4506 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4507 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4508 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4509 WINED3DVTXPCAPS_LOCALVIEWER |
4510 WINED3DVTXPCAPS_VERTEXFOG |
4511 WINED3DVTXPCAPS_TEXGEN;
4513 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4514 pCaps->MaxVertexIndex = 0xFFFFF;
4515 pCaps->MaxStreams = MAX_STREAMS;
4516 pCaps->MaxStreamStride = 1024;
4518 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4519 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4520 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4521 pCaps->MaxNpatchTessellationLevel = 0;
4522 pCaps->MasterAdapterOrdinal = 0;
4523 pCaps->AdapterOrdinalInGroup = 0;
4524 pCaps->NumberOfAdaptersInGroup = 1;
4526 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4528 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4529 WINED3DPTFILTERCAPS_MAGFPOINT |
4530 WINED3DPTFILTERCAPS_MINFLINEAR |
4531 WINED3DPTFILTERCAPS_MAGFLINEAR;
4532 pCaps->VertexTextureFilterCaps = 0;
4534 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4535 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4537 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4538 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4540 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4541 * Ignore shader model capabilities if disabled in config
4543 if(vs_selected_mode == SHADER_NONE) {
4544 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4545 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4546 pCaps->MaxVertexShaderConst = 0;
4548 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4549 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4552 if(ps_selected_mode == SHADER_NONE) {
4553 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4554 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4555 pCaps->PixelShader1xMaxValue = 0.0f;
4557 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4558 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4561 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4562 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4563 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4565 /* The following caps are shader specific, but they are things we cannot detect, or which
4566 * are the same among all shader models. So to avoid code duplication set the shader version
4567 * specific, but otherwise constant caps here
4569 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4570 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4571 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4572 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4573 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4574 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4575 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4577 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4578 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4580 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4582 pCaps->VS20Caps.Caps = 0;
4583 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4584 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4585 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4587 pCaps->MaxVShaderInstructionsExecuted = 65535;
4588 pCaps->MaxVertexShader30InstructionSlots = 0;
4589 } else { /* VS 1.x */
4590 pCaps->VS20Caps.Caps = 0;
4591 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4592 pCaps->VS20Caps.NumTemps = 0;
4593 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4595 pCaps->MaxVShaderInstructionsExecuted = 0;
4596 pCaps->MaxVertexShader30InstructionSlots = 0;
4599 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4600 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4601 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4603 /* 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 */
4604 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4605 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4606 WINED3DPS20CAPS_PREDICATION |
4607 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4608 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4609 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4610 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4611 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4612 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4614 pCaps->MaxPShaderInstructionsExecuted = 65535;
4615 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4616 adapter->gl_info.limits.arb_ps_instructions);
4618 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4620 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4621 pCaps->PS20Caps.Caps = 0;
4622 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4623 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4624 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4625 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4627 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4628 pCaps->MaxPixelShader30InstructionSlots = 0;
4629 } else { /* PS 1.x */
4630 pCaps->PS20Caps.Caps = 0;
4631 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4632 pCaps->PS20Caps.NumTemps = 0;
4633 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4634 pCaps->PS20Caps.NumInstructionSlots = 0;
4636 pCaps->MaxPShaderInstructionsExecuted = 0;
4637 pCaps->MaxPixelShader30InstructionSlots = 0;
4640 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4641 /* OpenGL supports all the formats below, perhaps not always
4642 * without conversion, but it supports them.
4643 * Further GLSL doesn't seem to have an official unsigned type so
4644 * don't advertise it yet as I'm not sure how we handle it.
4645 * We might need to add some clamping in the shader engine to
4647 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4648 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4649 WINED3DDTCAPS_UBYTE4N |
4650 WINED3DDTCAPS_SHORT2N |
4651 WINED3DDTCAPS_SHORT4N;
4652 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4654 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4655 WINED3DDTCAPS_FLOAT16_4;
4658 pCaps->DeclTypes = 0;
4660 /* Set DirectDraw helper Caps */
4661 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4662 WINEDDCKEYCAPS_SRCBLT;
4663 fx_caps = WINEDDFXCAPS_BLTALPHA |
4664 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4665 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4666 WINEDDFXCAPS_BLTROTATION90 |
4667 WINEDDFXCAPS_BLTSHRINKX |
4668 WINEDDFXCAPS_BLTSHRINKXN |
4669 WINEDDFXCAPS_BLTSHRINKY |
4670 WINEDDFXCAPS_BLTSHRINKXN |
4671 WINEDDFXCAPS_BLTSTRETCHX |
4672 WINEDDFXCAPS_BLTSTRETCHXN |
4673 WINEDDFXCAPS_BLTSTRETCHY |
4674 WINEDDFXCAPS_BLTSTRETCHYN;
4675 blit_caps = WINEDDCAPS_BLT |
4676 WINEDDCAPS_BLTCOLORFILL |
4677 WINEDDCAPS_BLTDEPTHFILL |
4678 WINEDDCAPS_BLTSTRETCH |
4679 WINEDDCAPS_CANBLTSYSMEM |
4680 WINEDDCAPS_CANCLIP |
4681 WINEDDCAPS_CANCLIPSTRETCHED |
4682 WINEDDCAPS_COLORKEY |
4683 WINEDDCAPS_COLORKEYHWASSIST |
4684 WINEDDCAPS_ALIGNBOUNDARYSRC;
4685 pal_caps = WINEDDPCAPS_8BIT |
4686 WINEDDPCAPS_PRIMARYSURFACE;
4688 /* Fill the ddraw caps structure */
4689 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4690 WINEDDCAPS_PALETTE |
4692 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4693 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4694 WINEDDCAPS2_PRIMARYGAMMA |
4695 WINEDDCAPS2_WIDESURFACES |
4696 WINEDDCAPS2_CANRENDERWINDOWED;
4697 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4698 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4699 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4700 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4701 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4702 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4703 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4704 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4705 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4706 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4707 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4708 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4710 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4711 WINEDDSCAPS_BACKBUFFER |
4713 WINEDDSCAPS_FRONTBUFFER |
4714 WINEDDSCAPS_OFFSCREENPLAIN |
4715 WINEDDSCAPS_PALETTE |
4716 WINEDDSCAPS_PRIMARYSURFACE |
4717 WINEDDSCAPS_SYSTEMMEMORY |
4718 WINEDDSCAPS_VIDEOMEMORY |
4719 WINEDDSCAPS_VISIBLE;
4720 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4722 /* Set D3D caps if OpenGL is available. */
4723 if (adapter->opengl)
4725 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4726 WINEDDSCAPS_MIPMAP |
4727 WINEDDSCAPS_TEXTURE |
4728 WINEDDSCAPS_ZBUFFER;
4729 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4735 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4736 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4738 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4739 IWineD3DDeviceImpl *object;
4742 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4743 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4745 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4746 * number and create a device without a 3D adapter for 2D only operation. */
4747 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4749 return WINED3DERR_INVALIDCALL;
4752 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4755 ERR("Failed to allocate device memory.\n");
4756 return E_OUTOFMEMORY;
4759 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4762 WARN("Failed to initialize device, hr %#x.\n", hr);
4763 HeapFree(GetProcessHeap(), 0, object);
4767 TRACE("Created device %p.\n", object);
4768 *device = (IWineD3DDevice *)object;
4770 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4775 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4777 TRACE("iface %p.\n", iface);
4779 return ((IWineD3DImpl *)iface)->parent;
4782 static void WINE_GLAPI invalid_func(const void *data)
4784 ERR("Invalid vertex attribute function called\n");
4788 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4790 ERR("Invalid texcoord function called\n");
4794 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4795 * the extension detection and are used in drawStridedSlow
4797 static void WINE_GLAPI position_d3dcolor(const void *data)
4799 DWORD pos = *((const DWORD *)data);
4801 FIXME("Add a test for fixed function position from d3dcolor type\n");
4802 glVertex4s(D3DCOLOR_B_R(pos),
4808 static void WINE_GLAPI position_float4(const void *data)
4810 const GLfloat *pos = data;
4812 if (pos[3] != 0.0f && pos[3] != 1.0f)
4814 float w = 1.0f / pos[3];
4816 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4824 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4826 DWORD diffuseColor = *((const DWORD *)data);
4828 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4829 D3DCOLOR_B_G(diffuseColor),
4830 D3DCOLOR_B_B(diffuseColor),
4831 D3DCOLOR_B_A(diffuseColor));
4834 static void WINE_GLAPI specular_d3dcolor(const void *data)
4836 DWORD specularColor = *((const DWORD *)data);
4837 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4838 D3DCOLOR_B_G(specularColor),
4839 D3DCOLOR_B_B(specularColor)};
4841 specular_func_3ubv(d);
4844 static void WINE_GLAPI warn_no_specular_func(const void *data)
4846 WARN("GL_EXT_secondary_color not supported\n");
4849 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4851 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4852 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4853 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4854 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4855 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4856 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4859 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4864 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4866 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4867 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4869 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4870 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4872 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4873 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4874 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4876 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4878 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4880 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4882 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4883 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4884 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4885 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4887 /* No 4 component entry points here */
4888 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4889 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4890 if (gl_info->supported[EXT_SECONDARY_COLOR])
4892 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4896 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4898 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4899 if (gl_info->supported[EXT_SECONDARY_COLOR])
4901 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4902 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4906 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4908 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4916 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4918 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4919 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4921 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4922 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4924 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4925 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4927 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4928 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4939 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4940 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4957 if (gl_info->supported[NV_HALF_FLOAT])
4959 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4968 /* Do not call while under the GL lock. */
4969 static BOOL InitAdapters(IWineD3DImpl *This)
4971 static HMODULE mod_gl;
4973 int ps_selected_mode, vs_selected_mode;
4975 /* No need to hold any lock. The calling library makes sure only one thread calls
4976 * wined3d simultaneously
4979 TRACE("Initializing adapters\n");
4982 #ifdef USE_WIN32_OPENGL
4983 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4984 mod_gl = LoadLibraryA("opengl32.dll");
4986 ERR("Can't load opengl32.dll!\n");
4990 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4991 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4992 mod_gl = GetModuleHandleA("gdi32.dll");
4996 /* Load WGL core functions from opengl32.dll */
4997 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5001 if(!pwglGetProcAddress) {
5002 ERR("Unable to load wglGetProcAddress!\n");
5006 /* Dynamically load all GL core functions */
5010 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5011 * otherwise because we have to use winex11.drv's override
5013 #ifdef USE_WIN32_OPENGL
5014 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5015 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5017 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5018 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5021 glEnableWINE = glEnable;
5022 glDisableWINE = glDisable;
5024 /* For now only one default adapter */
5026 struct wined3d_adapter *adapter = &This->adapters[0];
5027 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5028 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5032 WineD3D_PixelFormat *cfgs;
5033 DISPLAY_DEVICEW DisplayDevice;
5036 TRACE("Initializing default adapter\n");
5037 adapter->ordinal = 0;
5038 adapter->monitorPoint.x = -1;
5039 adapter->monitorPoint.y = -1;
5041 if (!AllocateLocallyUniqueId(&adapter->luid))
5043 DWORD err = GetLastError();
5044 ERR("Failed to set adapter LUID (%#x).\n", err);
5047 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5048 adapter->luid.HighPart, adapter->luid.LowPart);
5050 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5052 ERR("Failed to get a gl context for default adapter\n");
5056 ret = IWineD3DImpl_FillGLCaps(adapter);
5058 ERR("Failed to initialize gl caps for default adapter\n");
5059 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5062 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5064 ERR("Failed to init gl formats\n");
5065 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5069 hdc = fake_gl_ctx.dc;
5071 adapter->TextureRam = adapter->driver_info.vidmem;
5072 adapter->UsedTextureRam = 0;
5073 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5075 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5076 DisplayDevice.cb = sizeof(DisplayDevice);
5077 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5078 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5079 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5081 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5088 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5089 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5091 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5092 cfgs = adapter->cfgs;
5093 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5094 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5095 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5096 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5097 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5098 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5099 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5100 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5101 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5102 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5103 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5105 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5107 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5112 /* Cache the pixel format */
5113 cfgs->iPixelFormat = iPixelFormat;
5114 cfgs->redSize = values[0];
5115 cfgs->greenSize = values[1];
5116 cfgs->blueSize = values[2];
5117 cfgs->alphaSize = values[3];
5118 cfgs->colorSize = values[4];
5119 cfgs->depthSize = values[5];
5120 cfgs->stencilSize = values[6];
5121 cfgs->windowDrawable = values[7];
5122 cfgs->iPixelType = values[8];
5123 cfgs->doubleBuffer = values[9];
5124 cfgs->auxBuffers = values[10];
5126 cfgs->numSamples = 0;
5127 /* Check multisample support */
5128 if (gl_info->supported[ARB_MULTISAMPLE])
5130 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5132 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5133 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5134 * value[1] = number of multi sample buffers*/
5136 cfgs->numSamples = value[1];
5140 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5141 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5142 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5143 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5144 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5150 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5151 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5152 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5154 cfgs = adapter->cfgs;
5155 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5157 PIXELFORMATDESCRIPTOR ppfd;
5159 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5163 /* We only want HW acceleration using an OpenGL ICD driver.
5164 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5165 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5167 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5169 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5173 cfgs->iPixelFormat = iPixelFormat;
5174 cfgs->redSize = ppfd.cRedBits;
5175 cfgs->greenSize = ppfd.cGreenBits;
5176 cfgs->blueSize = ppfd.cBlueBits;
5177 cfgs->alphaSize = ppfd.cAlphaBits;
5178 cfgs->colorSize = ppfd.cColorBits;
5179 cfgs->depthSize = ppfd.cDepthBits;
5180 cfgs->stencilSize = ppfd.cStencilBits;
5181 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5182 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5183 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5184 cfgs->auxBuffers = ppfd.cAuxBuffers;
5185 cfgs->numSamples = 0;
5187 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5188 "depth=%d, stencil=%d, windowDrawable=%d\n",
5189 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5190 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5191 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5196 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5199 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5201 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5202 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5207 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5208 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5209 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5210 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5211 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5212 * driver is allowed to consume more bits EXCEPT for stencil bits.
5214 * Mark an adapter with this broken stencil behavior.
5216 adapter->brokenStencil = TRUE;
5217 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5219 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5220 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5221 adapter->brokenStencil = FALSE;
5226 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5228 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5229 fillGLAttribFuncs(&adapter->gl_info);
5230 adapter->opengl = TRUE;
5232 This->adapter_count = 1;
5233 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5238 /* Initialize an adapter for ddraw-only memory counting */
5239 memset(This->adapters, 0, sizeof(This->adapters));
5240 This->adapters[0].ordinal = 0;
5241 This->adapters[0].opengl = FALSE;
5242 This->adapters[0].monitorPoint.x = -1;
5243 This->adapters[0].monitorPoint.y = -1;
5245 This->adapters[0].driver_info.name = "Display";
5246 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5247 if(wined3d_settings.emulated_textureram) {
5248 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5250 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5253 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5255 This->adapter_count = 1;
5259 /**********************************************************
5260 * IWineD3D VTbl follows
5261 **********************************************************/
5263 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5266 IWineD3DImpl_QueryInterface,
5267 IWineD3DImpl_AddRef,
5268 IWineD3DImpl_Release,
5270 IWineD3DImpl_GetParent,
5271 IWineD3DImpl_GetAdapterCount,
5272 IWineD3DImpl_RegisterSoftwareDevice,
5273 IWineD3DImpl_GetAdapterMonitor,
5274 IWineD3DImpl_GetAdapterModeCount,
5275 IWineD3DImpl_EnumAdapterModes,
5276 IWineD3DImpl_GetAdapterDisplayMode,
5277 IWineD3DImpl_GetAdapterIdentifier,
5278 IWineD3DImpl_CheckDeviceMultiSampleType,
5279 IWineD3DImpl_CheckDepthStencilMatch,
5280 IWineD3DImpl_CheckDeviceType,
5281 IWineD3DImpl_CheckDeviceFormat,
5282 IWineD3DImpl_CheckDeviceFormatConversion,
5283 IWineD3DImpl_GetDeviceCaps,
5284 IWineD3DImpl_CreateDevice
5287 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5289 const struct wined3d_parent_ops wined3d_null_parent_ops =
5291 wined3d_null_wined3d_object_destroyed,
5294 /* Do not call while under the GL lock. */
5295 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5297 wined3d->lpVtbl = &IWineD3D_Vtbl;
5298 wined3d->dxVersion = version;
5300 wined3d->parent = parent;
5302 if (!InitAdapters(wined3d))
5304 WARN("Failed to initialize adapters.\n");
5307 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);