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 || strstr(gl_vendor_string, "nouveau"))
1378 return HW_VENDOR_NVIDIA;
1380 if (strstr(gl_vendor_string, "ATI")
1381 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1382 || strstr(gl_vendor_string, "X.Org R300 Project")
1383 || strstr(gl_renderer, "AMD")
1384 || strstr(gl_renderer, "R100")
1385 || strstr(gl_renderer, "R200")
1386 || strstr(gl_renderer, "R300")
1387 || strstr(gl_renderer, "R600")
1388 || strstr(gl_renderer, "R700"))
1389 return HW_VENDOR_ATI;
1391 if (strstr(gl_vendor_string, "Intel(R)")
1392 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1393 || strstr(gl_renderer, "Intel")
1394 || strstr(gl_vendor_string, "Intel Inc."))
1395 return HW_VENDOR_INTEL;
1397 if (strstr(gl_vendor_string, "Mesa")
1398 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1399 || strstr(gl_vendor_string, "VMware, Inc."))
1400 return HW_VENDOR_SOFTWARE;
1402 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1404 return HW_VENDOR_NVIDIA;
1409 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1410 const char *gl_renderer)
1414 if (WINE_D3D10_CAPABLE(gl_info))
1418 const char *renderer;
1419 enum wined3d_pci_device id;
1423 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1424 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1425 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1426 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1427 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1428 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1429 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1430 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1431 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1432 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1433 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1434 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1435 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1436 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1437 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1438 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1439 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1440 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1441 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1442 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1443 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1444 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1445 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1446 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1447 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1448 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1449 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1450 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1451 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1452 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1453 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1454 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1455 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1456 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1457 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1458 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1459 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1460 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1461 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1462 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1463 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1464 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1465 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1466 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1469 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1471 if (strstr(gl_renderer, cards[i].renderer))
1475 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1476 return CARD_NVIDIA_GEFORCE_8300GS;
1479 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1480 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1482 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1486 const char *renderer;
1487 enum wined3d_pci_device id;
1491 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1492 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1493 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1494 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1495 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1496 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1497 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1498 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1499 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1500 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1501 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1502 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1503 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1506 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1508 if (strstr(gl_renderer, cards[i].renderer))
1512 /* Geforce 6/7 - lowend */
1513 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1516 if (WINE_D3D9_CAPABLE(gl_info))
1518 /* GeforceFX - highend */
1519 if (strstr(gl_renderer, "5800")
1520 || strstr(gl_renderer, "5900")
1521 || strstr(gl_renderer, "5950")
1522 || strstr(gl_renderer, "Quadro FX"))
1524 return CARD_NVIDIA_GEFORCEFX_5800;
1527 /* GeforceFX - midend */
1528 if (strstr(gl_renderer, "5600")
1529 || strstr(gl_renderer, "5650")
1530 || strstr(gl_renderer, "5700")
1531 || strstr(gl_renderer, "5750"))
1533 return CARD_NVIDIA_GEFORCEFX_5600;
1536 /* GeforceFX - lowend */
1537 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1540 if (WINE_D3D8_CAPABLE(gl_info))
1542 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1544 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1547 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1550 if (WINE_D3D7_CAPABLE(gl_info))
1552 if (strstr(gl_renderer, "GeForce4 MX"))
1554 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1557 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1559 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1562 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1564 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1567 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1570 if (strstr(gl_renderer, "TNT2"))
1572 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1575 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1578 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1579 const char *gl_renderer)
1581 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1583 * Beware: renderer string do not match exact card model,
1584 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1585 if (WINE_D3D10_CAPABLE(gl_info))
1591 const char *renderer;
1592 enum wined3d_pci_device id;
1597 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1598 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1599 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1600 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1601 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1602 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1603 {"HD 5670", CARD_ATI_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1604 {"HD 5570", CARD_ATI_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1605 {"HD 5550", CARD_ATI_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1606 {"HD 5450", CARD_ATI_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1608 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1609 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1610 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1611 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1612 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1613 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1614 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1615 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1616 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1617 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1618 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1619 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1620 /* R600/R700 integrated */
1621 {"HD 3300", CARD_ATI_RADEON_HD3200},
1622 {"HD 3200", CARD_ATI_RADEON_HD3200},
1623 {"HD 3100", CARD_ATI_RADEON_HD3200},
1625 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1626 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1627 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1628 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1629 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1630 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1631 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1632 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1633 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1634 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1635 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1636 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1637 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1640 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1642 if (strstr(gl_renderer, cards[i].renderer))
1646 /* Default for when no GPU has been found */
1647 return CARD_ATI_RADEON_HD3200;
1650 if (WINE_D3D8_CAPABLE(gl_info))
1653 if (strstr(gl_renderer, "X1600")
1654 || strstr(gl_renderer, "X1650")
1655 || strstr(gl_renderer, "X1800")
1656 || strstr(gl_renderer, "X1900")
1657 || strstr(gl_renderer, "X1950"))
1659 return CARD_ATI_RADEON_X1600;
1662 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1663 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1664 if (strstr(gl_renderer, "X700")
1665 || strstr(gl_renderer, "X800")
1666 || strstr(gl_renderer, "X850")
1667 || strstr(gl_renderer, "X1300")
1668 || strstr(gl_renderer, "X1400")
1669 || strstr(gl_renderer, "X1450")
1670 || strstr(gl_renderer, "X1550")
1671 || strstr(gl_renderer, "X2300")
1672 || strstr(gl_renderer, "X2500")
1673 || strstr(gl_renderer, "HD 2300")
1676 return CARD_ATI_RADEON_X700;
1679 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1680 if (strstr(gl_renderer, "Radeon Xpress"))
1682 return CARD_ATI_RADEON_XPRESS_200M;
1686 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1689 if (WINE_D3D8_CAPABLE(gl_info))
1691 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1694 if (WINE_D3D7_CAPABLE(gl_info))
1696 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1699 return CARD_ATI_RAGE_128PRO;
1702 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1703 const char *gl_renderer)
1705 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1706 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1708 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1709 return CARD_INTEL_X3100;
1712 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1714 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1715 return CARD_INTEL_I945GM;
1718 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1719 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1720 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1721 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1722 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1723 return CARD_INTEL_I915G;
1727 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1728 const char *gl_renderer)
1732 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1734 * Beware: renderer string do not match exact card model,
1735 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1736 if (strstr(gl_renderer, "Gallium"))
1738 /* 20101109 - These are never returned by current Gallium radeon
1739 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1741 * These are returned but not handled: RC410, RV380. */
1744 const char *renderer;
1745 enum wined3d_pci_device id;
1750 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1751 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1752 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1753 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1754 {"CEDAR", CARD_ATI_RADEON_HD5400},
1756 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1757 {"RV790", CARD_ATI_RADEON_HD4800},
1758 {"RV770", CARD_ATI_RADEON_HD4800},
1759 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1760 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1761 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1762 /* R600/R700 integrated */
1763 {"RS880", CARD_ATI_RADEON_HD3200},
1764 {"RS780", CARD_ATI_RADEON_HD3200},
1766 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1767 {"R600", CARD_ATI_RADEON_HD2900},
1768 {"RV670", CARD_ATI_RADEON_HD2900},
1769 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1770 {"RV630", CARD_ATI_RADEON_HD2600},
1771 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1772 {"RV610", CARD_ATI_RADEON_HD2350},
1774 {"R580", CARD_ATI_RADEON_X1600},
1775 {"R520", CARD_ATI_RADEON_X1600},
1776 {"RV570", CARD_ATI_RADEON_X1600},
1777 {"RV560", CARD_ATI_RADEON_X1600},
1778 {"RV535", CARD_ATI_RADEON_X1600},
1779 {"RV530", CARD_ATI_RADEON_X1600},
1780 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1781 {"RV515", CARD_ATI_RADEON_X700},
1783 {"R481", CARD_ATI_RADEON_X700},
1784 {"R480", CARD_ATI_RADEON_X700},
1785 {"R430", CARD_ATI_RADEON_X700},
1786 {"R423", CARD_ATI_RADEON_X700},
1787 {"R420", CARD_ATI_RADEON_X700},
1788 {"R410", CARD_ATI_RADEON_X700},
1789 {"RV410", CARD_ATI_RADEON_X700},
1790 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1791 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1792 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1793 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1794 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1795 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1796 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1797 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1799 {"R360", CARD_ATI_RADEON_9500},
1800 {"R350", CARD_ATI_RADEON_9500},
1801 {"R300", CARD_ATI_RADEON_9500},
1802 {"RV370", CARD_ATI_RADEON_9500},
1803 {"RV360", CARD_ATI_RADEON_9500},
1804 {"RV351", CARD_ATI_RADEON_9500},
1805 {"RV350", CARD_ATI_RADEON_9500},
1808 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1810 if (strstr(gl_renderer, cards[i].renderer))
1815 if (WINE_D3D9_CAPABLE(gl_info))
1819 const char *renderer;
1820 enum wined3d_pci_device id;
1825 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1826 {"(RV790", CARD_ATI_RADEON_HD4800},
1827 {"(RV770", CARD_ATI_RADEON_HD4800},
1828 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1829 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1830 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1831 /* R600/R700 integrated */
1832 {"RS880", CARD_ATI_RADEON_HD3200},
1833 {"RS780", CARD_ATI_RADEON_HD3200},
1835 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1836 {"(R600", CARD_ATI_RADEON_HD2900},
1837 {"(RV670", CARD_ATI_RADEON_HD2900},
1838 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1839 {"(RV630", CARD_ATI_RADEON_HD2600},
1840 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1841 {"(RV610", CARD_ATI_RADEON_HD2350},
1844 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1846 if (strstr(gl_renderer, cards[i].renderer))
1851 if (WINE_D3D8_CAPABLE(gl_info))
1853 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1856 if (WINE_D3D7_CAPABLE(gl_info))
1858 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1861 return CARD_ATI_RAGE_128PRO;
1864 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1865 const char *gl_renderer)
1867 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1868 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1869 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1870 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1871 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1872 return CARD_NVIDIA_RIVA_128;
1876 struct vendor_card_selection
1878 enum wined3d_gl_vendor gl_vendor;
1879 enum wined3d_pci_vendor card_vendor;
1880 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1881 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1884 static const struct vendor_card_selection vendor_card_select_table[] =
1886 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1887 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1888 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1889 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1890 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1891 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1892 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1893 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1894 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1898 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1899 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1901 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1902 * different GPUs with roughly the same features. In most cases GPUs from a
1903 * certain family differ in clockspeeds, the amount of video memory and the
1904 * number of shader pipelines.
1906 * A Direct3D device object contains the PCI id (vendor + device) of the
1907 * videocard which is used for rendering. Various applications use this
1908 * information to get a rough estimation of the features of the card and
1909 * some might use it for enabling 3d effects only on certain types of
1910 * videocards. In some cases games might even use it to work around bugs
1911 * which happen on certain videocards/driver combinations. The problem is
1912 * that OpenGL only exposes a rendering string containing the name of the
1913 * videocard and not the PCI id.
1915 * Various games depend on the PCI id, so somehow we need to provide one.
1916 * A simple option is to parse the renderer string and translate this to
1917 * the right PCI id. This is a lot of work because there are more than 200
1918 * GPUs just for Nvidia. Various cards share the same renderer string, so
1919 * the amount of code might be 'small' but there are quite a number of
1920 * exceptions which would make this a pain to maintain. Another way would
1921 * be to query the PCI id from the operating system (assuming this is the
1922 * videocard which is used for rendering which is not always the case).
1923 * This would work but it is not very portable. Second it would not work
1924 * well in, let's say, a remote X situation in which the amount of 3d
1925 * features which can be used is limited.
1927 * As said most games only use the PCI id to get an indication of the
1928 * capabilities of the card. It doesn't really matter if the given id is
1929 * the correct one if we return the id of a card with similar 3d features.
1931 * The code below checks the OpenGL capabilities of a videocard and matches
1932 * that to a certain level of Direct3D functionality. Once a card passes
1933 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1934 * least a GeforceFX. To give a better estimate we do a basic check on the
1935 * renderer string but if that won't pass we return a default card. This
1936 * way is better than maintaining a full card database as even without a
1937 * full database we can return a card with similar features. Second the
1938 * size of the database can be made quite small because when you know what
1939 * type of 3d functionality a card has, you know to which GPU family the
1940 * GPU must belong. Because of this you only have to check a small part of
1941 * the renderer string to distinguishes between different models from that
1944 * The code also selects a default amount of video memory which we will
1945 * use for an estimation of the amount of free texture memory. In case of
1946 * real D3D the amount of texture memory includes video memory and system
1947 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1948 * HyperMemory). We don't know how much system memory can be addressed by
1949 * the system but we can make a reasonable estimation about the amount of
1950 * video memory. If the value is slightly wrong it doesn't matter as we
1951 * didn't include AGP-like memory which makes the amount of addressable
1952 * memory higher and second OpenGL isn't that critical it moves to system
1953 * memory behind our backs if really needed. Note that the amount of video
1954 * memory can be overruled using a registry setting. */
1958 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1960 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1961 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1963 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1964 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1967 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1968 *gl_vendor, *card_vendor);
1970 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1971 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1972 * them a good generic choice. */
1973 *card_vendor = HW_VENDOR_NVIDIA;
1974 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1975 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1976 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1977 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1978 return CARD_NVIDIA_RIVA_128;
1981 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1983 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1984 int vs_selected_mode, ps_selected_mode;
1986 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1987 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1988 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1989 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1990 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1991 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1992 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1993 else return &ffp_fragment_pipeline;
1996 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1998 int vs_selected_mode, ps_selected_mode;
2000 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2001 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2002 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2003 return &none_shader_backend;
2006 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2008 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2009 int vs_selected_mode, ps_selected_mode;
2011 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2012 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2013 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2014 else return &ffp_blit;
2017 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2021 #define USE_GL_FUNC(type, pfn, ext, replace) \
2022 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2023 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2024 else gl_info->pfn = NULL;
2029 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2034 /* Context activation is done by the caller. */
2035 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2037 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2038 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2039 const char *GL_Extensions = NULL;
2040 const char *WGL_Extensions = NULL;
2041 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2042 struct fragment_caps fragment_caps;
2043 enum wined3d_gl_vendor gl_vendor;
2044 enum wined3d_pci_vendor card_vendor;
2045 enum wined3d_pci_device device;
2047 GLfloat gl_floatv[2];
2053 TRACE_(d3d_caps)("(%p)\n", gl_info);
2057 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2058 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2059 if (!gl_renderer_str)
2062 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2066 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2067 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2071 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2075 /* Parse the GL_VERSION field into major and minor information */
2076 gl_version_str = (const char *)glGetString(GL_VERSION);
2077 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2078 if (!gl_version_str)
2081 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2084 gl_version = wined3d_parse_gl_version(gl_version_str);
2087 * Initialize openGL extension related variables
2088 * with Default values
2090 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2091 gl_info->limits.blends = 1;
2092 gl_info->limits.buffers = 1;
2093 gl_info->limits.textures = 1;
2094 gl_info->limits.fragment_samplers = 1;
2095 gl_info->limits.vertex_samplers = 0;
2096 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2097 gl_info->limits.sampler_stages = 1;
2098 gl_info->limits.glsl_vs_float_constants = 0;
2099 gl_info->limits.glsl_ps_float_constants = 0;
2100 gl_info->limits.arb_vs_float_constants = 0;
2101 gl_info->limits.arb_vs_native_constants = 0;
2102 gl_info->limits.arb_vs_instructions = 0;
2103 gl_info->limits.arb_vs_temps = 0;
2104 gl_info->limits.arb_ps_float_constants = 0;
2105 gl_info->limits.arb_ps_local_constants = 0;
2106 gl_info->limits.arb_ps_instructions = 0;
2107 gl_info->limits.arb_ps_temps = 0;
2109 /* Retrieve opengl defaults */
2110 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2111 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2112 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2114 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2115 gl_info->limits.lights = gl_max;
2116 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2118 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2119 gl_info->limits.texture_size = gl_max;
2120 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2122 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2123 gl_info->limits.pointsize_min = gl_floatv[0];
2124 gl_info->limits.pointsize_max = gl_floatv[1];
2125 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2127 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2128 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2132 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2138 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2140 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2142 while (*GL_Extensions)
2146 while (isspace(*GL_Extensions)) ++GL_Extensions;
2147 start = GL_Extensions;
2148 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2150 len = GL_Extensions - start;
2153 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2155 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2157 if (len == strlen(EXTENSION_MAP[i].extension_string)
2158 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2160 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2161 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2167 /* Now work out what GL support this card really has */
2168 load_gl_funcs( gl_info, gl_version );
2172 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2173 * loading the functions, otherwise the code above will load the extension entry points instead of the
2174 * core functions, which may not work. */
2175 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2177 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2178 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2180 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2181 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2185 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2187 if (gl_info->supported[APPLE_FENCE])
2189 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2190 * The apple extension interacts with some other apple exts. Disable the NV
2191 * extension if the apple one is support to prevent confusion in other parts
2193 gl_info->supported[NV_FENCE] = FALSE;
2195 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2197 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2199 * The enums are the same:
2200 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2201 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2202 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2203 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2204 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2206 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2208 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2209 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2211 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2213 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2214 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2217 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2219 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2220 * functionality. Prefer the ARB extension */
2221 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2223 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2225 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2226 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2228 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2230 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2231 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2233 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2235 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2236 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2238 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2240 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2241 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2243 if (gl_info->supported[NV_TEXTURE_SHADER2])
2245 if (gl_info->supported[NV_REGISTER_COMBINERS])
2247 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2248 * are supported. The nv extensions provide the same functionality as the
2249 * ATI one, and a bit more(signed pixelformats). */
2250 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2254 if (gl_info->supported[NV_REGISTER_COMBINERS])
2256 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2257 gl_info->limits.general_combiners = gl_max;
2258 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2260 if (gl_info->supported[ARB_DRAW_BUFFERS])
2262 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2263 gl_info->limits.buffers = gl_max;
2264 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2266 if (gl_info->supported[ARB_MULTITEXTURE])
2268 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2269 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2270 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2272 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2275 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2276 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2280 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2282 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2284 if (gl_info->supported[ARB_VERTEX_SHADER])
2287 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2288 gl_info->limits.vertex_samplers = tmp;
2289 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2290 gl_info->limits.combined_samplers = tmp;
2292 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2293 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2294 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2295 * shader is used with fixed function vertex processing we're fine too because fixed function
2296 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2297 * used we have to make sure that all vertex sampler setups are valid together with all
2298 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2299 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2300 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2301 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2302 * a fixed function pipeline anymore.
2304 * So this is just a check to check that our assumption holds true. If not, write a warning
2305 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2306 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2307 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2309 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2310 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2311 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2312 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2313 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2315 gl_info->limits.vertex_samplers = 0;
2320 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2322 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2323 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2325 if (gl_info->supported[ARB_VERTEX_BLEND])
2327 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2328 gl_info->limits.blends = gl_max;
2329 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2331 if (gl_info->supported[EXT_TEXTURE3D])
2333 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2334 gl_info->limits.texture3d_size = gl_max;
2335 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2337 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2339 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2340 gl_info->limits.anisotropy = gl_max;
2341 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2343 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2345 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2346 gl_info->limits.arb_ps_float_constants = gl_max;
2347 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2348 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2349 gl_info->limits.arb_ps_native_constants = gl_max;
2350 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2351 gl_info->limits.arb_ps_native_constants);
2352 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2353 gl_info->limits.arb_ps_temps = gl_max;
2354 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2355 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2356 gl_info->limits.arb_ps_instructions = gl_max;
2357 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2358 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2359 gl_info->limits.arb_ps_local_constants = gl_max;
2360 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2362 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2364 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2365 gl_info->limits.arb_vs_float_constants = gl_max;
2366 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2367 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2368 gl_info->limits.arb_vs_native_constants = gl_max;
2369 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2370 gl_info->limits.arb_vs_native_constants);
2371 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2372 gl_info->limits.arb_vs_temps = gl_max;
2373 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2374 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2375 gl_info->limits.arb_vs_instructions = gl_max;
2376 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2378 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2380 if (gl_info->supported[ARB_VERTEX_SHADER])
2382 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2383 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2384 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2386 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2388 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2389 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2390 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2391 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2392 gl_info->limits.glsl_varyings = gl_max;
2393 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2395 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2397 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2398 unsigned int major, minor;
2400 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2402 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2403 sscanf(str, "%u.%u", &major, &minor);
2404 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2406 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2408 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2412 gl_info->limits.shininess = 128.0f;
2414 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2416 /* If we have full NP2 texture support, disable
2417 * GL_ARB_texture_rectangle because we will never use it.
2418 * This saves a few redundant glDisable calls. */
2419 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2421 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2423 /* Disable NV_register_combiners and fragment shader if this is supported.
2424 * generally the NV extensions are preferred over the ATI ones, and this
2425 * extension is disabled if register_combiners and texture_shader2 are both
2426 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2427 * fragment processing support. */
2428 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2429 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2430 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2431 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2433 if (gl_info->supported[NV_HALF_FLOAT])
2435 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2436 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2438 if (gl_info->supported[ARB_POINT_SPRITE])
2440 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2444 gl_info->limits.point_sprite_units = 0;
2446 checkGLcall("extension detection");
2450 adapter->fragment_pipe = select_fragment_implementation(adapter);
2451 adapter->shader_backend = select_shader_backend(adapter);
2452 adapter->blitter = select_blit_implementation(adapter);
2454 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2455 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2456 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2458 /* In some cases the number of texture stages can be larger than the number
2459 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2460 * shaders), but 8 texture stages (register combiners). */
2461 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2463 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2465 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2466 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2467 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2468 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2469 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2470 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2471 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2472 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2473 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2474 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2475 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2476 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2477 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2478 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2479 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2480 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2481 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2482 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2483 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2487 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2489 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2490 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2491 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2492 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2493 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2494 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2495 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2496 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2497 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2498 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2499 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2500 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2501 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2502 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2503 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2504 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2505 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2507 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2509 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2510 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2512 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2514 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2516 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2518 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2522 /* MRTs are currently only supported when FBOs are used. */
2523 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2525 gl_info->limits.buffers = 1;
2528 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2529 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2530 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2532 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2533 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2535 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2536 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2537 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2538 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2539 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2540 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2541 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2542 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2544 /* Make sure there's an active HDC else the WGL extensions will fail */
2545 hdc = pwglGetCurrentDC();
2547 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2548 if(GL_EXTCALL(wglGetExtensionsStringARB))
2549 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2551 if (!WGL_Extensions)
2553 ERR(" WGL_Extensions returns NULL\n");
2557 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2558 while (*WGL_Extensions)
2563 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2564 Start = WGL_Extensions;
2565 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2567 len = WGL_Extensions - Start;
2568 if (!len || len >= sizeof(ThisExtn))
2571 memcpy(ThisExtn, Start, len);
2572 ThisExtn[len] = '\0';
2573 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2575 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2576 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2577 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2579 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2580 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2581 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2583 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2584 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2585 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2591 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2592 init_driver_info(driver_info, card_vendor, device);
2593 add_gl_compat_wrappers(gl_info);
2598 /**********************************************************
2599 * IWineD3D implementation follows
2600 **********************************************************/
2602 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2603 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2605 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2607 return This->adapter_count;
2610 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2612 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2617 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2618 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2620 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2622 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2626 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2629 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2630 of the same bpp but different resolutions */
2632 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2633 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2635 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2637 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2639 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2643 /* TODO: Store modes per adapter and read it from the adapter structure */
2646 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2647 UINT format_bits = format->byte_count * CHAR_BIT;
2652 memset(&mode, 0, sizeof(mode));
2653 mode.dmSize = sizeof(mode);
2655 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2659 if (format_id == WINED3DFMT_UNKNOWN)
2661 /* This is for D3D8, do not enumerate P8 here */
2662 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2664 else if (mode.dmBitsPerPel == format_bits)
2670 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2673 FIXME_(d3d_caps)("Adapter not primary display\n");
2678 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2679 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2680 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2682 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2684 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2685 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2687 /* Validate the parameters as much as possible */
2688 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2689 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2691 return WINED3DERR_INVALIDCALL;
2694 /* TODO: Store modes per adapter and read it from the adapter structure */
2697 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2698 UINT format_bits = format->byte_count * CHAR_BIT;
2704 ZeroMemory(&DevModeW, sizeof(DevModeW));
2705 DevModeW.dmSize = sizeof(DevModeW);
2707 /* If we are filtering to a specific format (D3D9), then need to skip
2708 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2709 just count through the ones with valid bit depths */
2710 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2712 if (format_id == WINED3DFMT_UNKNOWN)
2714 /* This is for D3D8, do not enumerate P8 here */
2715 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2717 else if (DevModeW.dmBitsPerPel == format_bits)
2725 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2726 return WINED3DERR_INVALIDCALL;
2730 /* Now get the display mode via the calculated index */
2731 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2732 pMode->Width = DevModeW.dmPelsWidth;
2733 pMode->Height = DevModeW.dmPelsHeight;
2734 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2735 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2736 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2738 if (format_id == WINED3DFMT_UNKNOWN)
2739 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2741 pMode->Format = format_id;
2745 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2746 return WINED3DERR_INVALIDCALL;
2749 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2750 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2751 DevModeW.dmBitsPerPel);
2756 FIXME_(d3d_caps)("Adapter not primary display\n");
2762 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2764 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2766 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2767 return WINED3DERR_INVALIDCALL;
2769 if (Adapter == 0) { /* Display */
2773 ZeroMemory(&DevModeW, sizeof(DevModeW));
2774 DevModeW.dmSize = sizeof(DevModeW);
2776 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2777 pMode->Width = DevModeW.dmPelsWidth;
2778 pMode->Height = DevModeW.dmPelsHeight;
2779 bpp = DevModeW.dmBitsPerPel;
2780 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2781 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2783 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2786 pMode->Format = pixelformat_for_depth(bpp);
2788 FIXME_(d3d_caps)("Adapter not primary display\n");
2791 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2792 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2796 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2797 and fields being inserted in the middle, a new structure is used in place */
2798 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2799 UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2801 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2802 struct wined3d_adapter *adapter;
2805 TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2807 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2808 return WINED3DERR_INVALIDCALL;
2811 adapter = &This->adapters[Adapter];
2813 /* Return the information requested */
2814 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2816 if (pIdentifier->driver_size)
2818 const char *name = adapter->driver_info.name;
2819 len = min(strlen(name), pIdentifier->driver_size - 1);
2820 memcpy(pIdentifier->driver, name, len);
2821 pIdentifier->driver[len] = '\0';
2824 if (pIdentifier->description_size)
2826 const char *description = adapter->driver_info.description;
2827 len = min(strlen(description), pIdentifier->description_size - 1);
2828 memcpy(pIdentifier->description, description, len);
2829 pIdentifier->description[len] = '\0';
2832 /* Note that d3d8 doesn't supply a device name. */
2833 if (pIdentifier->device_name_size)
2835 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2837 len = strlen(device_name);
2838 if (len >= pIdentifier->device_name_size)
2840 ERR("Device name size too small.\n");
2841 return WINED3DERR_INVALIDCALL;
2844 memcpy(pIdentifier->device_name, device_name, len);
2845 pIdentifier->device_name[len] = '\0';
2848 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2849 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2850 pIdentifier->vendor_id = adapter->driver_info.vendor;
2851 pIdentifier->device_id = adapter->driver_info.device;
2852 pIdentifier->subsystem_id = 0;
2853 pIdentifier->revision = 0;
2854 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2855 pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2856 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2857 pIdentifier->video_memory = adapter->TextureRam;
2862 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2863 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2865 short redSize, greenSize, blueSize, alphaSize, colorBits;
2870 /* Float formats need FBOs. If FBOs are used this function isn't called */
2871 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2873 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2874 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2876 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2880 if(cfg->redSize < redSize)
2883 if(cfg->greenSize < greenSize)
2886 if(cfg->blueSize < blueSize)
2889 if(cfg->alphaSize < alphaSize)
2895 /* Probably a RGBA_float or color index mode */
2899 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2900 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2902 short depthSize, stencilSize;
2903 BOOL lockable = FALSE;
2908 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2910 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2914 /* Float formats need FBOs. If FBOs are used this function isn't called */
2915 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2917 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2920 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2921 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2922 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2923 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2926 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2927 * allow more stencil bits than requested. */
2928 if(cfg->stencilSize < stencilSize)
2934 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2935 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2936 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2938 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2940 const WineD3D_PixelFormat *cfgs;
2941 const struct wined3d_adapter *adapter;
2942 const struct wined3d_format *rt_format;
2943 const struct wined3d_format *ds_format;
2946 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2948 DeviceType, debug_d3ddevicetype(DeviceType),
2949 AdapterFormat, debug_d3dformat(AdapterFormat),
2950 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2951 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2953 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2954 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2955 return WINED3DERR_INVALIDCALL;
2958 adapter = &This->adapters[Adapter];
2959 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2960 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2961 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2963 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2964 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2966 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2972 cfgs = adapter->cfgs;
2973 nCfgs = adapter->nCfgs;
2974 for (it = 0; it < nCfgs; ++it)
2976 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2978 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2980 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2986 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2988 return WINED3DERR_NOTAVAILABLE;
2991 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2992 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2993 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2995 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2996 const struct wined3d_adapter *adapter;
2997 const struct wined3d_format *format;
2999 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3002 DeviceType, debug_d3ddevicetype(DeviceType),
3003 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3008 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3009 return WINED3DERR_INVALIDCALL;
3012 /* TODO: handle Windowed, add more quality levels */
3014 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3015 if(pQualityLevels) *pQualityLevels = 1;
3019 /* By default multisampling is disabled right now as it causes issues
3020 * on some Nvidia driver versions and it doesn't work well in combination
3022 if(!wined3d_settings.allow_multisampling)
3023 return WINED3DERR_NOTAVAILABLE;
3025 adapter = &This->adapters[Adapter];
3026 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3027 if (!format) return WINED3DERR_INVALIDCALL;
3029 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3032 const WineD3D_PixelFormat *cfgs;
3034 cfgs = adapter->cfgs;
3035 nCfgs = adapter->nCfgs;
3036 for(i=0; i<nCfgs; i++) {
3037 if(cfgs[i].numSamples != MultiSampleType)
3040 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3043 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3046 *pQualityLevels = 1; /* Guess at a value! */
3050 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3052 short redSize, greenSize, blueSize, alphaSize, colorBits;
3054 const WineD3D_PixelFormat *cfgs;
3056 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3058 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3059 return WINED3DERR_NOTAVAILABLE;
3062 cfgs = adapter->cfgs;
3063 nCfgs = adapter->nCfgs;
3064 for(i=0; i<nCfgs; i++) {
3065 if(cfgs[i].numSamples != MultiSampleType)
3067 if(cfgs[i].redSize != redSize)
3069 if(cfgs[i].greenSize != greenSize)
3071 if(cfgs[i].blueSize != blueSize)
3073 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3074 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3076 if (cfgs[i].colorSize != (format->byte_count << 3))
3079 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3082 *pQualityLevels = 1; /* Guess at a value! */
3086 return WINED3DERR_NOTAVAILABLE;
3089 /* Check if we support bumpmapping for a format */
3090 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3092 /* Ask the fixed function pipeline implementation if it can deal
3093 * with the conversion. If we've got a GL extension giving native
3094 * support this will be an identity conversion. */
3095 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3096 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3099 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3100 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3101 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3105 /* Only allow depth/stencil formats */
3106 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3108 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3110 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3111 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3115 /* Walk through all WGL pixel formats to find a match */
3116 for (it = 0; it < adapter->nCfgs; ++it)
3118 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3119 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3121 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3132 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3134 /* The flags entry of a format contains the filtering capability */
3135 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3140 /* Check the render target capabilities of a format */
3141 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3142 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3144 /* Filter out non-RT formats */
3145 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3146 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3148 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3150 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3151 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3153 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3154 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3156 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3157 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3158 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3159 TRACE_(d3d_caps)("[FAILED]\n");
3163 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3164 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3165 for (it = 0; it < adapter->nCfgs; ++it)
3167 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3168 &cfgs[it], check_format))
3170 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3171 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3176 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3178 /* For now return TRUE for FBOs until we have some proper checks.
3179 * Note that this function will only be called when the format is around for texturing. */
3185 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3187 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3190 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3192 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3193 * doing the color fixup in shaders.
3194 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3195 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3197 int vs_selected_mode;
3198 int ps_selected_mode;
3199 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3201 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3202 TRACE_(d3d_caps)("[OK]\n");
3207 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3211 /* Check if a format support blending in combination with pixel shaders */
3212 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3213 const struct wined3d_format *format)
3215 /* The flags entry of a format contains the post pixel shader blending capability */
3216 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3221 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3223 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3224 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3225 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3226 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3227 * capability anyway.
3229 * For now lets report this on all formats, but in the future we may want to
3230 * restrict it to some should games need that
3235 /* Check if a texture format is supported on the given adapter */
3236 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3238 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3243 * supported: RGB(A) formats
3245 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3246 case WINED3DFMT_B8G8R8A8_UNORM:
3247 case WINED3DFMT_B8G8R8X8_UNORM:
3248 case WINED3DFMT_B5G6R5_UNORM:
3249 case WINED3DFMT_B5G5R5X1_UNORM:
3250 case WINED3DFMT_B5G5R5A1_UNORM:
3251 case WINED3DFMT_B4G4R4A4_UNORM:
3252 case WINED3DFMT_A8_UNORM:
3253 case WINED3DFMT_B4G4R4X4_UNORM:
3254 case WINED3DFMT_R8G8B8A8_UNORM:
3255 case WINED3DFMT_R8G8B8X8_UNORM:
3256 case WINED3DFMT_B10G10R10A2_UNORM:
3257 case WINED3DFMT_R10G10B10A2_UNORM:
3258 case WINED3DFMT_R16G16_UNORM:
3259 TRACE_(d3d_caps)("[OK]\n");
3262 case WINED3DFMT_B2G3R3_UNORM:
3263 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3267 * Not supported: Palettized
3268 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3269 * Since it is not widely available, don't offer it. Further no Windows driver offers
3270 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3272 case WINED3DFMT_P8_UINT:
3273 case WINED3DFMT_P8_UINT_A8_UNORM:
3277 * Supported: (Alpha)-Luminance
3279 case WINED3DFMT_L8_UNORM:
3280 case WINED3DFMT_L8A8_UNORM:
3281 case WINED3DFMT_L16_UNORM:
3282 TRACE_(d3d_caps)("[OK]\n");
3285 /* Not supported on Windows, thus disabled */
3286 case WINED3DFMT_L4A4_UNORM:
3287 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3291 * Supported: Depth/Stencil formats
3293 case WINED3DFMT_D16_LOCKABLE:
3294 case WINED3DFMT_D16_UNORM:
3295 case WINED3DFMT_S1_UINT_D15_UNORM:
3296 case WINED3DFMT_X8D24_UNORM:
3297 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3298 case WINED3DFMT_D24_UNORM_S8_UINT:
3299 case WINED3DFMT_S8_UINT_D24_FLOAT:
3300 case WINED3DFMT_D32_UNORM:
3301 case WINED3DFMT_D32_FLOAT:
3304 case WINED3DFMT_INTZ:
3305 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3306 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3311 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3312 * GL_NV_texture_shader). Emulated by shaders
3314 case WINED3DFMT_R8G8_SNORM:
3315 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3316 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3317 case WINED3DFMT_R8G8B8A8_SNORM:
3318 case WINED3DFMT_R16G16_SNORM:
3319 /* Ask the shader backend if it can deal with the conversion. If
3320 * we've got a GL extension giving native support this will be an
3321 * identity conversion. */
3322 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3324 TRACE_(d3d_caps)("[OK]\n");
3327 TRACE_(d3d_caps)("[FAILED]\n");
3330 case WINED3DFMT_DXT1:
3331 case WINED3DFMT_DXT2:
3332 case WINED3DFMT_DXT3:
3333 case WINED3DFMT_DXT4:
3334 case WINED3DFMT_DXT5:
3335 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3337 TRACE_(d3d_caps)("[OK]\n");
3340 TRACE_(d3d_caps)("[FAILED]\n");
3345 * Odd formats - not supported
3347 case WINED3DFMT_VERTEXDATA:
3348 case WINED3DFMT_R16_UINT:
3349 case WINED3DFMT_R32_UINT:
3350 case WINED3DFMT_R16G16B16A16_SNORM:
3351 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3352 case WINED3DFMT_R10G11B11_SNORM:
3353 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3357 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3359 case WINED3DFMT_R8G8_SNORM_Cx:
3360 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3364 case WINED3DFMT_UYVY:
3365 case WINED3DFMT_YUY2:
3366 if (gl_info->supported[APPLE_YCBCR_422])
3368 TRACE_(d3d_caps)("[OK]\n");
3371 TRACE_(d3d_caps)("[FAILED]\n");
3373 case WINED3DFMT_YV12:
3374 TRACE_(d3d_caps)("[FAILED]\n");
3378 case WINED3DFMT_R16G16B16A16_UNORM:
3379 case WINED3DFMT_B2G3R3A8_UNORM:
3380 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3383 /* Floating point formats */
3384 case WINED3DFMT_R16_FLOAT:
3385 case WINED3DFMT_R16G16_FLOAT:
3386 case WINED3DFMT_R16G16B16A16_FLOAT:
3387 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3389 TRACE_(d3d_caps)("[OK]\n");
3392 TRACE_(d3d_caps)("[FAILED]\n");
3395 case WINED3DFMT_R32_FLOAT:
3396 case WINED3DFMT_R32G32_FLOAT:
3397 case WINED3DFMT_R32G32B32A32_FLOAT:
3398 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3400 TRACE_(d3d_caps)("[OK]\n");
3403 TRACE_(d3d_caps)("[FAILED]\n");
3406 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3407 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3408 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3409 * We can do instancing with all shader versions, but we need vertex shaders.
3411 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3412 * to enable instancing. WineD3D doesn't need that and just ignores it.
3414 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3416 case WINED3DFMT_INST:
3417 TRACE("ATI Instancing check hack\n");
3418 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3420 TRACE_(d3d_caps)("[OK]\n");
3423 TRACE_(d3d_caps)("[FAILED]\n");
3426 /* Some weird FOURCC formats */
3427 case WINED3DFMT_R8G8_B8G8:
3428 case WINED3DFMT_G8R8_G8B8:
3429 case WINED3DFMT_MULTI2_ARGB8:
3430 TRACE_(d3d_caps)("[FAILED]\n");
3433 /* Vendor specific formats */
3434 case WINED3DFMT_ATI2N:
3435 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3436 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3438 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3439 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3441 TRACE_(d3d_caps)("[OK]\n");
3445 TRACE_(d3d_caps)("[OK]\n");
3448 TRACE_(d3d_caps)("[FAILED]\n");
3451 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3452 * format MAKEFOURCC('N','V','D','B') is used.
3453 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3454 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3457 case WINED3DFMT_NVDB:
3458 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3460 TRACE_(d3d_caps)("[OK]\n");
3463 TRACE_(d3d_caps)("[FAILED]\n");
3466 case WINED3DFMT_NVHU:
3467 case WINED3DFMT_NVHS:
3468 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3469 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3470 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3471 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3472 * Applications have to deal with not having NVHS and NVHU.
3474 TRACE_(d3d_caps)("[FAILED]\n");
3477 case WINED3DFMT_NULL:
3478 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3482 case WINED3DFMT_UNKNOWN:
3486 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3492 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3493 const struct wined3d_format *adapter_format,
3494 const struct wined3d_format *check_format,
3495 WINED3DSURFTYPE SurfaceType)
3497 if (SurfaceType == SURFACE_GDI)
3499 switch (check_format->id)
3501 case WINED3DFMT_B8G8R8_UNORM:
3502 case WINED3DFMT_B8G8R8A8_UNORM:
3503 case WINED3DFMT_B8G8R8X8_UNORM:
3504 case WINED3DFMT_B5G6R5_UNORM:
3505 case WINED3DFMT_B5G5R5X1_UNORM:
3506 case WINED3DFMT_B5G5R5A1_UNORM:
3507 case WINED3DFMT_B4G4R4A4_UNORM:
3508 case WINED3DFMT_B2G3R3_UNORM:
3509 case WINED3DFMT_A8_UNORM:
3510 case WINED3DFMT_B2G3R3A8_UNORM:
3511 case WINED3DFMT_B4G4R4X4_UNORM:
3512 case WINED3DFMT_R10G10B10A2_UNORM:
3513 case WINED3DFMT_R8G8B8A8_UNORM:
3514 case WINED3DFMT_R8G8B8X8_UNORM:
3515 case WINED3DFMT_R16G16_UNORM:
3516 case WINED3DFMT_B10G10R10A2_UNORM:
3517 case WINED3DFMT_R16G16B16A16_UNORM:
3518 case WINED3DFMT_P8_UINT:
3519 TRACE_(d3d_caps)("[OK]\n");
3522 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3527 /* All format that are supported for textures are supported for surfaces as well */
3528 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3529 /* All depth stencil formats are supported on surfaces */
3530 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3532 /* If opengl can't process the format natively, the blitter may be able to convert it */
3533 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3534 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3535 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3537 TRACE_(d3d_caps)("[OK]\n");
3541 /* Reject other formats */
3542 TRACE_(d3d_caps)("[FAILED]\n");
3546 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3547 const struct wined3d_format *format)
3549 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3552 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3553 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3554 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3556 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3557 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3558 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3559 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3560 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3561 DWORD UsageCaps = 0;
3563 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3566 DeviceType, debug_d3ddevicetype(DeviceType),
3567 AdapterFormat, debug_d3dformat(AdapterFormat),
3568 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3569 RType, debug_d3dresourcetype(RType),
3570 CheckFormat, debug_d3dformat(CheckFormat));
3572 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3573 return WINED3DERR_INVALIDCALL;
3578 case WINED3DRTYPE_CUBETEXTURE:
3579 /* Cubetexture allows:
3580 * - WINED3DUSAGE_AUTOGENMIPMAP
3581 * - WINED3DUSAGE_DEPTHSTENCIL
3582 * - WINED3DUSAGE_DYNAMIC
3583 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3584 * - WINED3DUSAGE_RENDERTARGET
3585 * - WINED3DUSAGE_SOFTWAREPROCESSING
3586 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3588 if (SurfaceType != SURFACE_OPENGL)
3590 TRACE_(d3d_caps)("[FAILED]\n");
3591 return WINED3DERR_NOTAVAILABLE;
3594 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3596 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3597 return WINED3DERR_NOTAVAILABLE;
3600 if (!CheckTextureCapability(adapter, format))
3602 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3603 return WINED3DERR_NOTAVAILABLE;
3606 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3608 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3609 /* When autogenmipmap isn't around continue and return
3610 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3611 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3613 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3616 /* Always report dynamic locking. */
3617 if (Usage & WINED3DUSAGE_DYNAMIC)
3618 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3620 if (Usage & WINED3DUSAGE_RENDERTARGET)
3622 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3624 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3625 return WINED3DERR_NOTAVAILABLE;
3627 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3630 /* Always report software processing. */
3631 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3632 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3634 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3636 if (!CheckFilterCapability(adapter, format))
3638 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3639 return WINED3DERR_NOTAVAILABLE;
3641 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3644 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3646 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3648 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3649 return WINED3DERR_NOTAVAILABLE;
3651 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3654 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3656 if (!CheckSrgbReadCapability(adapter, format))
3658 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3659 return WINED3DERR_NOTAVAILABLE;
3661 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3664 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3666 if (!CheckSrgbWriteCapability(adapter, format))
3668 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3669 return WINED3DERR_NOTAVAILABLE;
3671 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3674 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3676 if (!CheckVertexTextureCapability(adapter, format))
3678 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3679 return WINED3DERR_NOTAVAILABLE;
3681 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3684 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3686 if (!CheckWrapAndMipCapability(adapter, format))
3688 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3689 return WINED3DERR_NOTAVAILABLE;
3691 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3695 case WINED3DRTYPE_SURFACE:
3697 * - WINED3DUSAGE_DEPTHSTENCIL
3698 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3699 * - WINED3DUSAGE_RENDERTARGET
3701 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3703 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3704 return WINED3DERR_NOTAVAILABLE;
3707 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3709 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3711 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3712 return WINED3DERR_NOTAVAILABLE;
3714 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3717 if (Usage & WINED3DUSAGE_RENDERTARGET)
3719 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3721 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3722 return WINED3DERR_NOTAVAILABLE;
3724 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3727 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3729 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3731 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3732 return WINED3DERR_NOTAVAILABLE;
3734 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3738 case WINED3DRTYPE_TEXTURE:
3740 * - WINED3DUSAGE_AUTOGENMIPMAP
3741 * - WINED3DUSAGE_DEPTHSTENCIL
3742 * - WINED3DUSAGE_DMAP
3743 * - WINED3DUSAGE_DYNAMIC
3744 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3745 * - WINED3DUSAGE_RENDERTARGET
3746 * - WINED3DUSAGE_SOFTWAREPROCESSING
3747 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3748 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3750 if (SurfaceType != SURFACE_OPENGL)
3752 TRACE_(d3d_caps)("[FAILED]\n");
3753 return WINED3DERR_NOTAVAILABLE;
3756 if (!CheckTextureCapability(adapter, format))
3758 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3759 return WINED3DERR_NOTAVAILABLE;
3762 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3764 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3765 /* When autogenmipmap isn't around continue and return
3766 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3767 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3769 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3772 /* Always report dynamic locking. */
3773 if (Usage & WINED3DUSAGE_DYNAMIC)
3774 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3776 if (Usage & WINED3DUSAGE_RENDERTARGET)
3778 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3780 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3783 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3786 /* Always report software processing. */
3787 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3788 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3790 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3792 if (!CheckFilterCapability(adapter, format))
3794 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3795 return WINED3DERR_NOTAVAILABLE;
3797 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3800 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3802 if (!CheckBumpMapCapability(adapter, format))
3804 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3805 return WINED3DERR_NOTAVAILABLE;
3807 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3810 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3812 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3814 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3817 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3820 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3822 if (!CheckSrgbReadCapability(adapter, format))
3824 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3825 return WINED3DERR_NOTAVAILABLE;
3827 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3830 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3832 if (!CheckSrgbWriteCapability(adapter, format))
3834 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3835 return WINED3DERR_NOTAVAILABLE;
3837 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3840 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3842 if (!CheckVertexTextureCapability(adapter, format))
3844 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3845 return WINED3DERR_NOTAVAILABLE;
3847 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3850 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3852 if (!CheckWrapAndMipCapability(adapter, format))
3854 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3855 return WINED3DERR_NOTAVAILABLE;
3857 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3860 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3862 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3864 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3865 return WINED3DERR_NOTAVAILABLE;
3867 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3869 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3870 return WINED3DERR_NOTAVAILABLE;
3872 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3876 case WINED3DRTYPE_VOLUMETEXTURE:
3877 case WINED3DRTYPE_VOLUME:
3878 /* Volume is to VolumeTexture what Surface is to Texture, but its
3879 * usage caps are not documented. Most driver seem to offer
3880 * (nearly) the same on Volume and VolumeTexture, so do that too.
3882 * Volumetexture allows:
3883 * - D3DUSAGE_DYNAMIC
3884 * - D3DUSAGE_NONSECURE (d3d9ex)
3885 * - D3DUSAGE_SOFTWAREPROCESSING
3886 * - D3DUSAGE_QUERY_WRAPANDMIP
3888 if (SurfaceType != SURFACE_OPENGL)
3890 TRACE_(d3d_caps)("[FAILED]\n");
3891 return WINED3DERR_NOTAVAILABLE;
3894 if (!gl_info->supported[EXT_TEXTURE3D])
3896 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3897 return WINED3DERR_NOTAVAILABLE;
3900 if (!CheckTextureCapability(adapter, format))
3902 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3903 return WINED3DERR_NOTAVAILABLE;
3906 /* Filter formats that need conversion; For one part, this
3907 * conversion is unimplemented, and volume textures are huge, so
3908 * it would be a big performance hit. Unless we hit an application
3909 * needing one of those formats, don't advertize them to avoid
3910 * leading applications into temptation. The windows drivers don't
3911 * support most of those formats on volumes anyway, except for
3912 * WINED3DFMT_R32_FLOAT. */
3913 switch (CheckFormat)
3915 case WINED3DFMT_P8_UINT:
3916 case WINED3DFMT_L4A4_UNORM:
3917 case WINED3DFMT_R32_FLOAT:
3918 case WINED3DFMT_R16_FLOAT:
3919 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3920 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3921 case WINED3DFMT_R16G16_UNORM:
3922 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3923 return WINED3DERR_NOTAVAILABLE;
3925 case WINED3DFMT_R8G8B8A8_SNORM:
3926 case WINED3DFMT_R16G16_SNORM:
3927 if (!gl_info->supported[NV_TEXTURE_SHADER])
3929 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3930 return WINED3DERR_NOTAVAILABLE;
3934 case WINED3DFMT_R8G8_SNORM:
3935 if (!gl_info->supported[NV_TEXTURE_SHADER])
3937 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3938 return WINED3DERR_NOTAVAILABLE;
3942 case WINED3DFMT_DXT1:
3943 case WINED3DFMT_DXT2:
3944 case WINED3DFMT_DXT3:
3945 case WINED3DFMT_DXT4:
3946 case WINED3DFMT_DXT5:
3947 /* The GL_EXT_texture_compression_s3tc spec requires that
3948 * loading an s3tc compressed texture results in an error.
3949 * While the D3D refrast does support s3tc volumes, at
3950 * least the nvidia windows driver does not, so we're free
3951 * not to support this format. */
3952 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3953 return WINED3DERR_NOTAVAILABLE;
3956 /* Do nothing, continue with checking the format below */
3960 /* Always report dynamic locking. */
3961 if (Usage & WINED3DUSAGE_DYNAMIC)
3962 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3964 /* Always report software processing. */
3965 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3966 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3968 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3970 if (!CheckFilterCapability(adapter, format))
3972 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3973 return WINED3DERR_NOTAVAILABLE;
3975 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3978 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3980 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3982 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3985 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3988 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3990 if (!CheckSrgbReadCapability(adapter, format))
3992 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3993 return WINED3DERR_NOTAVAILABLE;
3995 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3998 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4000 if (!CheckSrgbWriteCapability(adapter, format))
4002 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4003 return WINED3DERR_NOTAVAILABLE;
4005 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4008 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4010 if (!CheckVertexTextureCapability(adapter, format))
4012 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4013 return WINED3DERR_NOTAVAILABLE;
4015 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4018 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4020 if (!CheckWrapAndMipCapability(adapter, format))
4022 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4025 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4030 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4031 return WINED3DERR_NOTAVAILABLE;
4034 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4035 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4036 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4037 if (UsageCaps == Usage)
4039 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4040 return WINED3DOK_NOAUTOGEN;
4042 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4043 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4045 return WINED3DERR_NOTAVAILABLE;
4048 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4049 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4051 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4052 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4053 debug_d3dformat(dst_format));
4058 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4059 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4064 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4065 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4066 debug_d3dformat(backbuffer_format), windowed);
4068 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4070 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4071 return WINED3DERR_INVALIDCALL;
4074 /* The task of this function is to check whether a certain display / backbuffer format
4075 * combination is available on the given adapter. In fullscreen mode microsoft specified
4076 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4077 * and display format should match exactly.
4078 * In windowed mode format conversion can occur and this depends on the driver. When format
4079 * conversion is done, this function should nevertheless fail and applications need to use
4080 * CheckDeviceFormatConversion.
4081 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4083 /* There are only 4 display formats. */
4084 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4085 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4086 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4087 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4089 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4090 return WINED3DERR_NOTAVAILABLE;
4093 /* If the requested display format is not available, don't continue. */
4094 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4097 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4098 return WINED3DERR_NOTAVAILABLE;
4101 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4102 * it means 'reuse' the display format for the backbuffer. */
4103 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4105 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4106 return WINED3DERR_NOTAVAILABLE;
4109 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4110 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4111 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4113 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4114 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4115 return WINED3DERR_NOTAVAILABLE;
4118 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4119 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4120 * WINED3DFMT_B5G5R5A1_UNORM. */
4121 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4122 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4124 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4125 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4126 return WINED3DERR_NOTAVAILABLE;
4129 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4130 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4131 * WINED3DFMT_B8G8R8A8_UNORM. */
4132 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4133 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4135 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4136 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4137 return WINED3DERR_NOTAVAILABLE;
4140 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4141 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4142 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4143 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4145 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4146 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4147 return WINED3DERR_NOTAVAILABLE;
4150 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4151 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4152 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4154 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4155 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4160 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4161 subset of a D3DCAPS9 structure. However, it has to come via a void *
4162 as the d3d8 interface cannot import the d3d9 header */
4163 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4165 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4166 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4167 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4168 int vs_selected_mode;
4169 int ps_selected_mode;
4170 struct shader_caps shader_caps;
4171 struct fragment_caps fragment_caps;
4172 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4174 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4176 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4177 return WINED3DERR_INVALIDCALL;
4180 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4182 /* ------------------------------------------------
4183 The following fields apply to both d3d8 and d3d9
4184 ------------------------------------------------ */
4185 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4186 pCaps->AdapterOrdinal = Adapter;
4189 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4190 WINED3DCAPS2_FULLSCREENGAMMA |
4191 WINED3DCAPS2_DYNAMICTEXTURES;
4192 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4194 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4197 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4198 WINED3DCAPS3_COPY_TO_VIDMEM |
4199 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4201 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4202 WINED3DPRESENT_INTERVAL_ONE;
4204 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4205 WINED3DCURSORCAPS_LOWRES;
4207 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4208 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4209 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4210 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4211 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4212 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4213 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4214 WINED3DDEVCAPS_PUREDEVICE |
4215 WINED3DDEVCAPS_HWRASTERIZATION |
4216 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4217 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4218 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4219 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4220 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4221 WINED3DDEVCAPS_RTPATCHES;
4223 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4224 WINED3DPMISCCAPS_CULLCCW |
4225 WINED3DPMISCCAPS_CULLCW |
4226 WINED3DPMISCCAPS_COLORWRITEENABLE |
4227 WINED3DPMISCCAPS_CLIPTLVERTS |
4228 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4229 WINED3DPMISCCAPS_MASKZ |
4230 WINED3DPMISCCAPS_BLENDOP |
4231 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4233 WINED3DPMISCCAPS_NULLREFERENCE
4234 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4235 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4236 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4238 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4239 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4240 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4241 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4243 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4244 WINED3DPRASTERCAPS_PAT |
4245 WINED3DPRASTERCAPS_WFOG |
4246 WINED3DPRASTERCAPS_ZFOG |
4247 WINED3DPRASTERCAPS_FOGVERTEX |
4248 WINED3DPRASTERCAPS_FOGTABLE |
4249 WINED3DPRASTERCAPS_STIPPLE |
4250 WINED3DPRASTERCAPS_SUBPIXEL |
4251 WINED3DPRASTERCAPS_ZTEST |
4252 WINED3DPRASTERCAPS_SCISSORTEST |
4253 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4254 WINED3DPRASTERCAPS_DEPTHBIAS;
4256 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4258 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4259 WINED3DPRASTERCAPS_ZBIAS |
4260 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4262 if (gl_info->supported[NV_FOG_DISTANCE])
4264 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4267 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4268 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4269 WINED3DPRASTERCAPS_ANTIALIASEDGES
4270 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4271 WINED3DPRASTERCAPS_WBUFFER */
4273 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4274 WINED3DPCMPCAPS_EQUAL |
4275 WINED3DPCMPCAPS_GREATER |
4276 WINED3DPCMPCAPS_GREATEREQUAL |
4277 WINED3DPCMPCAPS_LESS |
4278 WINED3DPCMPCAPS_LESSEQUAL |
4279 WINED3DPCMPCAPS_NEVER |
4280 WINED3DPCMPCAPS_NOTEQUAL;
4282 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4283 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4284 WINED3DPBLENDCAPS_DESTALPHA |
4285 WINED3DPBLENDCAPS_DESTCOLOR |
4286 WINED3DPBLENDCAPS_INVDESTALPHA |
4287 WINED3DPBLENDCAPS_INVDESTCOLOR |
4288 WINED3DPBLENDCAPS_INVSRCALPHA |
4289 WINED3DPBLENDCAPS_INVSRCCOLOR |
4290 WINED3DPBLENDCAPS_ONE |
4291 WINED3DPBLENDCAPS_SRCALPHA |
4292 WINED3DPBLENDCAPS_SRCALPHASAT |
4293 WINED3DPBLENDCAPS_SRCCOLOR |
4294 WINED3DPBLENDCAPS_ZERO;
4296 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4297 WINED3DPBLENDCAPS_DESTCOLOR |
4298 WINED3DPBLENDCAPS_INVDESTALPHA |
4299 WINED3DPBLENDCAPS_INVDESTCOLOR |
4300 WINED3DPBLENDCAPS_INVSRCALPHA |
4301 WINED3DPBLENDCAPS_INVSRCCOLOR |
4302 WINED3DPBLENDCAPS_ONE |
4303 WINED3DPBLENDCAPS_SRCALPHA |
4304 WINED3DPBLENDCAPS_SRCCOLOR |
4305 WINED3DPBLENDCAPS_ZERO;
4306 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4307 * according to the glBlendFunc manpage
4309 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4310 * legacy settings for srcblend only
4313 if (gl_info->supported[EXT_BLEND_COLOR])
4315 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4316 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4320 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4321 WINED3DPCMPCAPS_EQUAL |
4322 WINED3DPCMPCAPS_GREATER |
4323 WINED3DPCMPCAPS_GREATEREQUAL |
4324 WINED3DPCMPCAPS_LESS |
4325 WINED3DPCMPCAPS_LESSEQUAL |
4326 WINED3DPCMPCAPS_NEVER |
4327 WINED3DPCMPCAPS_NOTEQUAL;
4329 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4330 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4331 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4332 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4333 WINED3DPSHADECAPS_COLORFLATRGB |
4334 WINED3DPSHADECAPS_FOGFLAT |
4335 WINED3DPSHADECAPS_FOGGOURAUD |
4336 WINED3DPSHADECAPS_SPECULARFLATRGB;
4338 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4339 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4340 WINED3DPTEXTURECAPS_TRANSPARENCY |
4341 WINED3DPTEXTURECAPS_BORDER |
4342 WINED3DPTEXTURECAPS_MIPMAP |
4343 WINED3DPTEXTURECAPS_PROJECTED |
4344 WINED3DPTEXTURECAPS_PERSPECTIVE;
4346 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4348 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4349 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4352 if (gl_info->supported[EXT_TEXTURE3D])
4354 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4355 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4356 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4358 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4362 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4364 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4365 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4366 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4368 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4372 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4373 WINED3DPTFILTERCAPS_MAGFPOINT |
4374 WINED3DPTFILTERCAPS_MINFLINEAR |
4375 WINED3DPTFILTERCAPS_MINFPOINT |
4376 WINED3DPTFILTERCAPS_MIPFLINEAR |
4377 WINED3DPTFILTERCAPS_MIPFPOINT |
4378 WINED3DPTFILTERCAPS_LINEAR |
4379 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4380 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4381 WINED3DPTFILTERCAPS_MIPLINEAR |
4382 WINED3DPTFILTERCAPS_MIPNEAREST |
4383 WINED3DPTFILTERCAPS_NEAREST;
4385 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4387 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4388 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4391 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4393 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4394 WINED3DPTFILTERCAPS_MAGFPOINT |
4395 WINED3DPTFILTERCAPS_MINFLINEAR |
4396 WINED3DPTFILTERCAPS_MINFPOINT |
4397 WINED3DPTFILTERCAPS_MIPFLINEAR |
4398 WINED3DPTFILTERCAPS_MIPFPOINT |
4399 WINED3DPTFILTERCAPS_LINEAR |
4400 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4401 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4402 WINED3DPTFILTERCAPS_MIPLINEAR |
4403 WINED3DPTFILTERCAPS_MIPNEAREST |
4404 WINED3DPTFILTERCAPS_NEAREST;
4406 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4408 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4409 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4412 pCaps->CubeTextureFilterCaps = 0;
4414 if (gl_info->supported[EXT_TEXTURE3D])
4416 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4417 WINED3DPTFILTERCAPS_MAGFPOINT |
4418 WINED3DPTFILTERCAPS_MINFLINEAR |
4419 WINED3DPTFILTERCAPS_MINFPOINT |
4420 WINED3DPTFILTERCAPS_MIPFLINEAR |
4421 WINED3DPTFILTERCAPS_MIPFPOINT |
4422 WINED3DPTFILTERCAPS_LINEAR |
4423 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4424 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4425 WINED3DPTFILTERCAPS_MIPLINEAR |
4426 WINED3DPTFILTERCAPS_MIPNEAREST |
4427 WINED3DPTFILTERCAPS_NEAREST;
4429 pCaps->VolumeTextureFilterCaps = 0;
4431 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4432 WINED3DPTADDRESSCAPS_CLAMP |
4433 WINED3DPTADDRESSCAPS_WRAP;
4435 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4437 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4439 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4441 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4443 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4445 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4448 if (gl_info->supported[EXT_TEXTURE3D])
4450 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4451 WINED3DPTADDRESSCAPS_CLAMP |
4452 WINED3DPTADDRESSCAPS_WRAP;
4453 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4455 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4457 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4459 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4461 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4463 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4466 pCaps->VolumeTextureAddressCaps = 0;
4468 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4469 WINED3DLINECAPS_ZTEST |
4470 WINED3DLINECAPS_BLEND |
4471 WINED3DLINECAPS_ALPHACMP |
4472 WINED3DLINECAPS_FOG;
4473 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4474 * idea how generating the smoothing alpha values works; the result is different
4477 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4478 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4480 if (gl_info->supported[EXT_TEXTURE3D])
4481 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4483 pCaps->MaxVolumeExtent = 0;
4485 pCaps->MaxTextureRepeat = 32768;
4486 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4487 pCaps->MaxVertexW = 1.0f;
4489 pCaps->GuardBandLeft = 0.0f;
4490 pCaps->GuardBandTop = 0.0f;
4491 pCaps->GuardBandRight = 0.0f;
4492 pCaps->GuardBandBottom = 0.0f;
4494 pCaps->ExtentsAdjust = 0.0f;
4496 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4497 WINED3DSTENCILCAPS_INCRSAT |
4498 WINED3DSTENCILCAPS_INVERT |
4499 WINED3DSTENCILCAPS_KEEP |
4500 WINED3DSTENCILCAPS_REPLACE |
4501 WINED3DSTENCILCAPS_ZERO;
4502 if (gl_info->supported[EXT_STENCIL_WRAP])
4504 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4505 WINED3DSTENCILCAPS_INCR;
4507 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4509 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4512 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4514 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4515 pCaps->MaxActiveLights = gl_info->limits.lights;
4517 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4518 pCaps->MaxVertexBlendMatrixIndex = 0;
4520 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4521 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4524 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4525 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4526 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4527 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4528 WINED3DVTXPCAPS_LOCALVIEWER |
4529 WINED3DVTXPCAPS_VERTEXFOG |
4530 WINED3DVTXPCAPS_TEXGEN;
4532 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4533 pCaps->MaxVertexIndex = 0xFFFFF;
4534 pCaps->MaxStreams = MAX_STREAMS;
4535 pCaps->MaxStreamStride = 1024;
4537 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4538 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4539 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4540 pCaps->MaxNpatchTessellationLevel = 0;
4541 pCaps->MasterAdapterOrdinal = 0;
4542 pCaps->AdapterOrdinalInGroup = 0;
4543 pCaps->NumberOfAdaptersInGroup = 1;
4545 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4547 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4548 WINED3DPTFILTERCAPS_MAGFPOINT |
4549 WINED3DPTFILTERCAPS_MINFLINEAR |
4550 WINED3DPTFILTERCAPS_MAGFLINEAR;
4551 pCaps->VertexTextureFilterCaps = 0;
4553 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4554 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4556 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4557 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4559 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4560 * Ignore shader model capabilities if disabled in config
4562 if(vs_selected_mode == SHADER_NONE) {
4563 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4564 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4565 pCaps->MaxVertexShaderConst = 0;
4567 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4568 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4571 if(ps_selected_mode == SHADER_NONE) {
4572 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4573 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4574 pCaps->PixelShader1xMaxValue = 0.0f;
4576 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4577 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4580 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4581 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4582 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4584 /* The following caps are shader specific, but they are things we cannot detect, or which
4585 * are the same among all shader models. So to avoid code duplication set the shader version
4586 * specific, but otherwise constant caps here
4588 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4589 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4590 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4591 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4592 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4593 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4594 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4596 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4597 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4599 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4601 pCaps->VS20Caps.Caps = 0;
4602 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4603 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4604 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4606 pCaps->MaxVShaderInstructionsExecuted = 65535;
4607 pCaps->MaxVertexShader30InstructionSlots = 0;
4608 } else { /* VS 1.x */
4609 pCaps->VS20Caps.Caps = 0;
4610 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4611 pCaps->VS20Caps.NumTemps = 0;
4612 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4614 pCaps->MaxVShaderInstructionsExecuted = 0;
4615 pCaps->MaxVertexShader30InstructionSlots = 0;
4618 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4619 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4620 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4622 /* 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 */
4623 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4624 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4625 WINED3DPS20CAPS_PREDICATION |
4626 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4627 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4628 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4629 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4630 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4631 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4633 pCaps->MaxPShaderInstructionsExecuted = 65535;
4634 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4635 adapter->gl_info.limits.arb_ps_instructions);
4637 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4639 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4640 pCaps->PS20Caps.Caps = 0;
4641 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4642 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4643 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4644 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4646 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4647 pCaps->MaxPixelShader30InstructionSlots = 0;
4648 } else { /* PS 1.x */
4649 pCaps->PS20Caps.Caps = 0;
4650 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4651 pCaps->PS20Caps.NumTemps = 0;
4652 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4653 pCaps->PS20Caps.NumInstructionSlots = 0;
4655 pCaps->MaxPShaderInstructionsExecuted = 0;
4656 pCaps->MaxPixelShader30InstructionSlots = 0;
4659 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4660 /* OpenGL supports all the formats below, perhaps not always
4661 * without conversion, but it supports them.
4662 * Further GLSL doesn't seem to have an official unsigned type so
4663 * don't advertise it yet as I'm not sure how we handle it.
4664 * We might need to add some clamping in the shader engine to
4666 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4667 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4668 WINED3DDTCAPS_UBYTE4N |
4669 WINED3DDTCAPS_SHORT2N |
4670 WINED3DDTCAPS_SHORT4N;
4671 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4673 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4674 WINED3DDTCAPS_FLOAT16_4;
4677 pCaps->DeclTypes = 0;
4679 /* Set DirectDraw helper Caps */
4680 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4681 WINEDDCKEYCAPS_SRCBLT;
4682 fx_caps = WINEDDFXCAPS_BLTALPHA |
4683 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4684 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4685 WINEDDFXCAPS_BLTROTATION90 |
4686 WINEDDFXCAPS_BLTSHRINKX |
4687 WINEDDFXCAPS_BLTSHRINKXN |
4688 WINEDDFXCAPS_BLTSHRINKY |
4689 WINEDDFXCAPS_BLTSHRINKXN |
4690 WINEDDFXCAPS_BLTSTRETCHX |
4691 WINEDDFXCAPS_BLTSTRETCHXN |
4692 WINEDDFXCAPS_BLTSTRETCHY |
4693 WINEDDFXCAPS_BLTSTRETCHYN;
4694 blit_caps = WINEDDCAPS_BLT |
4695 WINEDDCAPS_BLTCOLORFILL |
4696 WINEDDCAPS_BLTDEPTHFILL |
4697 WINEDDCAPS_BLTSTRETCH |
4698 WINEDDCAPS_CANBLTSYSMEM |
4699 WINEDDCAPS_CANCLIP |
4700 WINEDDCAPS_CANCLIPSTRETCHED |
4701 WINEDDCAPS_COLORKEY |
4702 WINEDDCAPS_COLORKEYHWASSIST |
4703 WINEDDCAPS_ALIGNBOUNDARYSRC;
4704 pal_caps = WINEDDPCAPS_8BIT |
4705 WINEDDPCAPS_PRIMARYSURFACE;
4707 /* Fill the ddraw caps structure */
4708 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4709 WINEDDCAPS_PALETTE |
4711 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4712 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4713 WINEDDCAPS2_PRIMARYGAMMA |
4714 WINEDDCAPS2_WIDESURFACES |
4715 WINEDDCAPS2_CANRENDERWINDOWED;
4716 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4717 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4718 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4719 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4720 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4721 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4722 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4723 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4724 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4725 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4726 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4727 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4729 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4730 WINEDDSCAPS_BACKBUFFER |
4732 WINEDDSCAPS_FRONTBUFFER |
4733 WINEDDSCAPS_OFFSCREENPLAIN |
4734 WINEDDSCAPS_PALETTE |
4735 WINEDDSCAPS_PRIMARYSURFACE |
4736 WINEDDSCAPS_SYSTEMMEMORY |
4737 WINEDDSCAPS_VIDEOMEMORY |
4738 WINEDDSCAPS_VISIBLE;
4739 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4741 /* Set D3D caps if OpenGL is available. */
4742 if (adapter->opengl)
4744 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4745 WINEDDSCAPS_MIPMAP |
4746 WINEDDSCAPS_TEXTURE |
4747 WINEDDSCAPS_ZBUFFER;
4748 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4754 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4755 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4757 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4758 IWineD3DDeviceImpl *object;
4761 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4762 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4764 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4765 * number and create a device without a 3D adapter for 2D only operation. */
4766 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4768 return WINED3DERR_INVALIDCALL;
4771 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4774 ERR("Failed to allocate device memory.\n");
4775 return E_OUTOFMEMORY;
4778 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4781 WARN("Failed to initialize device, hr %#x.\n", hr);
4782 HeapFree(GetProcessHeap(), 0, object);
4786 TRACE("Created device %p.\n", object);
4787 *device = (IWineD3DDevice *)object;
4789 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4794 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4796 TRACE("iface %p.\n", iface);
4798 return ((IWineD3DImpl *)iface)->parent;
4801 static void WINE_GLAPI invalid_func(const void *data)
4803 ERR("Invalid vertex attribute function called\n");
4807 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4809 ERR("Invalid texcoord function called\n");
4813 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4814 * the extension detection and are used in drawStridedSlow
4816 static void WINE_GLAPI position_d3dcolor(const void *data)
4818 DWORD pos = *((const DWORD *)data);
4820 FIXME("Add a test for fixed function position from d3dcolor type\n");
4821 glVertex4s(D3DCOLOR_B_R(pos),
4827 static void WINE_GLAPI position_float4(const void *data)
4829 const GLfloat *pos = data;
4831 if (pos[3] != 0.0f && pos[3] != 1.0f)
4833 float w = 1.0f / pos[3];
4835 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4843 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4845 DWORD diffuseColor = *((const DWORD *)data);
4847 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4848 D3DCOLOR_B_G(diffuseColor),
4849 D3DCOLOR_B_B(diffuseColor),
4850 D3DCOLOR_B_A(diffuseColor));
4853 static void WINE_GLAPI specular_d3dcolor(const void *data)
4855 DWORD specularColor = *((const DWORD *)data);
4856 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4857 D3DCOLOR_B_G(specularColor),
4858 D3DCOLOR_B_B(specularColor)};
4860 specular_func_3ubv(d);
4863 static void WINE_GLAPI warn_no_specular_func(const void *data)
4865 WARN("GL_EXT_secondary_color not supported\n");
4868 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4870 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4871 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4872 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4873 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4874 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4875 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4876 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4877 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4878 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4879 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4880 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4881 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4882 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4883 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4884 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4885 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4886 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4888 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4889 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4890 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4891 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4892 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4893 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4894 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4895 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4896 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4897 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4898 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4899 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4900 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4901 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4902 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4903 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4904 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4906 /* No 4 component entry points here */
4907 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4909 if (gl_info->supported[EXT_SECONDARY_COLOR])
4911 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4915 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4917 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4918 if (gl_info->supported[EXT_SECONDARY_COLOR])
4920 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4921 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4925 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4927 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4928 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4929 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4930 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4931 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4932 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4933 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4934 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4935 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4936 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4937 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4938 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4940 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4941 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4943 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4944 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4945 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4946 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4947 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4948 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4949 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4950 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4951 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4952 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4953 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4954 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4955 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4956 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4957 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4958 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4959 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4966 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4967 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4969 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4970 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4971 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4972 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4973 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4974 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4975 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4976 if (gl_info->supported[NV_HALF_FLOAT])
4978 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4979 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4980 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4982 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4983 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4987 /* Do not call while under the GL lock. */
4988 static BOOL InitAdapters(IWineD3DImpl *This)
4990 static HMODULE mod_gl;
4992 int ps_selected_mode, vs_selected_mode;
4994 /* No need to hold any lock. The calling library makes sure only one thread calls
4995 * wined3d simultaneously
4998 TRACE("Initializing adapters\n");
5001 #ifdef USE_WIN32_OPENGL
5002 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5003 mod_gl = LoadLibraryA("opengl32.dll");
5005 ERR("Can't load opengl32.dll!\n");
5009 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5010 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5011 mod_gl = GetModuleHandleA("gdi32.dll");
5015 /* Load WGL core functions from opengl32.dll */
5016 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5020 if(!pwglGetProcAddress) {
5021 ERR("Unable to load wglGetProcAddress!\n");
5025 /* Dynamically load all GL core functions */
5029 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5030 * otherwise because we have to use winex11.drv's override
5032 #ifdef USE_WIN32_OPENGL
5033 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5034 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5036 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5037 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5040 glEnableWINE = glEnable;
5041 glDisableWINE = glDisable;
5043 /* For now only one default adapter */
5045 struct wined3d_adapter *adapter = &This->adapters[0];
5046 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5047 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5051 WineD3D_PixelFormat *cfgs;
5052 DISPLAY_DEVICEW DisplayDevice;
5055 TRACE("Initializing default adapter\n");
5056 adapter->ordinal = 0;
5057 adapter->monitorPoint.x = -1;
5058 adapter->monitorPoint.y = -1;
5060 if (!AllocateLocallyUniqueId(&adapter->luid))
5062 DWORD err = GetLastError();
5063 ERR("Failed to set adapter LUID (%#x).\n", err);
5066 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5067 adapter->luid.HighPart, adapter->luid.LowPart);
5069 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5071 ERR("Failed to get a gl context for default adapter\n");
5075 ret = IWineD3DImpl_FillGLCaps(adapter);
5077 ERR("Failed to initialize gl caps for default adapter\n");
5078 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5081 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5083 ERR("Failed to init gl formats\n");
5084 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5088 hdc = fake_gl_ctx.dc;
5090 adapter->TextureRam = adapter->driver_info.vidmem;
5091 adapter->UsedTextureRam = 0;
5092 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5094 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5095 DisplayDevice.cb = sizeof(DisplayDevice);
5096 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5097 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5098 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5100 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5107 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5108 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5110 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5111 cfgs = adapter->cfgs;
5112 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5113 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5114 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5115 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5116 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5117 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5118 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5119 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5120 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5121 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5122 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5124 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5126 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5131 /* Cache the pixel format */
5132 cfgs->iPixelFormat = iPixelFormat;
5133 cfgs->redSize = values[0];
5134 cfgs->greenSize = values[1];
5135 cfgs->blueSize = values[2];
5136 cfgs->alphaSize = values[3];
5137 cfgs->colorSize = values[4];
5138 cfgs->depthSize = values[5];
5139 cfgs->stencilSize = values[6];
5140 cfgs->windowDrawable = values[7];
5141 cfgs->iPixelType = values[8];
5142 cfgs->doubleBuffer = values[9];
5143 cfgs->auxBuffers = values[10];
5145 cfgs->numSamples = 0;
5146 /* Check multisample support */
5147 if (gl_info->supported[ARB_MULTISAMPLE])
5149 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5151 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5152 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5153 * value[1] = number of multi sample buffers*/
5155 cfgs->numSamples = value[1];
5159 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5160 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5161 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5162 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5163 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5169 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5170 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5171 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5173 cfgs = adapter->cfgs;
5174 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5176 PIXELFORMATDESCRIPTOR ppfd;
5178 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5182 /* We only want HW acceleration using an OpenGL ICD driver.
5183 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5184 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5186 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5188 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5192 cfgs->iPixelFormat = iPixelFormat;
5193 cfgs->redSize = ppfd.cRedBits;
5194 cfgs->greenSize = ppfd.cGreenBits;
5195 cfgs->blueSize = ppfd.cBlueBits;
5196 cfgs->alphaSize = ppfd.cAlphaBits;
5197 cfgs->colorSize = ppfd.cColorBits;
5198 cfgs->depthSize = ppfd.cDepthBits;
5199 cfgs->stencilSize = ppfd.cStencilBits;
5200 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5201 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5202 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5203 cfgs->auxBuffers = ppfd.cAuxBuffers;
5204 cfgs->numSamples = 0;
5206 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5207 "depth=%d, stencil=%d, windowDrawable=%d\n",
5208 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5209 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5210 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5215 /* 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 */
5218 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5220 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5221 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5226 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5227 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5228 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5229 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5230 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5231 * driver is allowed to consume more bits EXCEPT for stencil bits.
5233 * Mark an adapter with this broken stencil behavior.
5235 adapter->brokenStencil = TRUE;
5236 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5238 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5239 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5240 adapter->brokenStencil = FALSE;
5245 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5247 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5248 fillGLAttribFuncs(&adapter->gl_info);
5249 adapter->opengl = TRUE;
5251 This->adapter_count = 1;
5252 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5257 /* Initialize an adapter for ddraw-only memory counting */
5258 memset(This->adapters, 0, sizeof(This->adapters));
5259 This->adapters[0].ordinal = 0;
5260 This->adapters[0].opengl = FALSE;
5261 This->adapters[0].monitorPoint.x = -1;
5262 This->adapters[0].monitorPoint.y = -1;
5264 This->adapters[0].driver_info.name = "Display";
5265 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5266 if(wined3d_settings.emulated_textureram) {
5267 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5269 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5272 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5274 This->adapter_count = 1;
5278 /**********************************************************
5279 * IWineD3D VTbl follows
5280 **********************************************************/
5282 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5285 IWineD3DImpl_QueryInterface,
5286 IWineD3DImpl_AddRef,
5287 IWineD3DImpl_Release,
5289 IWineD3DImpl_GetParent,
5290 IWineD3DImpl_GetAdapterCount,
5291 IWineD3DImpl_RegisterSoftwareDevice,
5292 IWineD3DImpl_GetAdapterMonitor,
5293 IWineD3DImpl_GetAdapterModeCount,
5294 IWineD3DImpl_EnumAdapterModes,
5295 IWineD3DImpl_GetAdapterDisplayMode,
5296 IWineD3DImpl_GetAdapterIdentifier,
5297 IWineD3DImpl_CheckDeviceMultiSampleType,
5298 IWineD3DImpl_CheckDepthStencilMatch,
5299 IWineD3DImpl_CheckDeviceType,
5300 IWineD3DImpl_CheckDeviceFormat,
5301 IWineD3DImpl_CheckDeviceFormatConversion,
5302 IWineD3DImpl_GetDeviceCaps,
5303 IWineD3DImpl_CreateDevice
5306 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5308 const struct wined3d_parent_ops wined3d_null_parent_ops =
5310 wined3d_null_wined3d_object_destroyed,
5313 /* Do not call while under the GL lock. */
5314 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5316 wined3d->lpVtbl = &IWineD3D_Vtbl;
5317 wined3d->dxVersion = version;
5319 wined3d->parent = parent;
5321 if (!InitAdapters(wined3d))
5323 WARN("Failed to initialize adapters.\n");
5326 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);