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
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 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_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
139 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
148 /**********************************************************
149 * Utility functions follow
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154 WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 struct wined3d_fake_gl_ctx
207 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
209 TRACE_(d3d_caps)("Destroying fake GL context.\n");
211 if (!pwglMakeCurrent(NULL, NULL))
213 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
216 if (!pwglDeleteContext(ctx->gl_ctx))
218 DWORD err = GetLastError();
219 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
222 ReleaseDC(ctx->wnd, ctx->dc);
223 DestroyWindow(ctx->wnd);
226 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
228 PIXELFORMATDESCRIPTOR pfd;
231 TRACE("getting context...\n");
233 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
234 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
235 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
238 ERR_(d3d_caps)("Failed to create a window.\n");
242 ctx->dc = GetDC(ctx->wnd);
245 ERR_(d3d_caps)("Failed to get a DC.\n");
249 /* PixelFormat selection */
250 ZeroMemory(&pfd, sizeof(pfd));
251 pfd.nSize = sizeof(pfd);
253 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
254 pfd.iPixelType = PFD_TYPE_RGBA;
256 pfd.iLayerType = PFD_MAIN_PLANE;
258 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
261 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
262 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
265 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
266 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
268 /* Create a GL context. */
269 ctx->gl_ctx = pwglCreateContext(ctx->dc);
272 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
276 /* Make it the current GL context. */
277 if (!context_set_current(NULL))
279 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
282 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
284 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
291 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
293 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
295 if (ctx->wnd) DestroyWindow(ctx->wnd);
301 /* Adjust the amount of used texture memory */
302 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
303 struct WineD3DAdapter *adapter = D3DDevice->adapter;
305 adapter->UsedTextureRam += glram;
306 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
307 return adapter->UsedTextureRam;
310 /**********************************************************
311 * IUnknown parts follows
312 **********************************************************/
314 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
318 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
319 if (IsEqualGUID(riid, &IID_IUnknown)
320 || IsEqualGUID(riid, &IID_IWineD3DBase)
321 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
322 IUnknown_AddRef(iface);
327 return E_NOINTERFACE;
330 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
331 IWineD3DImpl *This = (IWineD3DImpl *)iface;
332 ULONG refCount = InterlockedIncrement(&This->ref);
334 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
338 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
339 IWineD3DImpl *This = (IWineD3DImpl *)iface;
341 TRACE("(%p) : Releasing from %d\n", This, This->ref);
342 ref = InterlockedDecrement(&This->ref);
346 for (i = 0; i < This->adapter_count; ++i)
348 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
350 HeapFree(GetProcessHeap(), 0, This);
356 /* Set the shader type for this device, depending on the given capabilities,
357 * the device type, and the user preferences in wined3d_settings */
359 static void select_shader_mode(const struct wined3d_gl_info *gl_info,
360 WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
362 if (wined3d_settings.vs_mode == VS_NONE) {
363 *vs_selected = SHADER_NONE;
364 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
365 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
366 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
367 * shaders only on this card. */
368 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
369 *vs_selected = SHADER_ARB;
371 *vs_selected = SHADER_GLSL;
372 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
373 *vs_selected = SHADER_ARB;
375 *vs_selected = SHADER_NONE;
378 if (wined3d_settings.ps_mode == PS_NONE) {
379 *ps_selected = SHADER_NONE;
380 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
381 *ps_selected = SHADER_GLSL;
382 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
383 *ps_selected = SHADER_ARB;
384 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
385 *ps_selected = SHADER_ATI;
387 *ps_selected = SHADER_NONE;
391 /** Select the number of report maximum shader constants based on the selected shader modes */
392 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
394 switch (vs_selected_mode) {
396 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
399 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
402 gl_info->max_vshader_constantsF = 0;
406 switch (ps_selected_mode) {
408 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
411 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
414 gl_info->max_pshader_constantsF = 0;
419 /**********************************************************
420 * IWineD3D parts follows
421 **********************************************************/
423 /* GL locking is done by the caller */
424 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
428 const char *testcode =
430 "PARAM C[66] = { program.env[0..65] };\n"
432 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
433 "ARL A0.x, zero.x;\n"
434 "MOV result.position, C[A0.x + 65];\n"
438 GL_EXTCALL(glGenProgramsARB(1, &prog));
440 ERR("Failed to create an ARB offset limit test program\n");
442 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
443 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
444 strlen(testcode), testcode));
445 if(glGetError() != 0) {
446 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
447 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
449 } else TRACE("OpenGL implementation allows offsets > 63\n");
451 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
452 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
453 checkGLcall("ARB vp offset limit test cleanup");
458 static DWORD ver_for_ext(GL_SupportedExt ext)
461 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
462 if(EXTENSION_MAP[i].extension == ext) {
463 return EXTENSION_MAP[i].version;
469 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
471 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
472 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
473 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
474 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
478 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
480 if (gl_info->gl_vendor == VENDOR_NVIDIA)
482 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
490 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
492 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
493 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
494 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
496 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
497 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
498 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
499 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
500 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
501 * the chance that other implementations support them is rather small since Win32 QuickTime uses
502 * DirectDraw, not OpenGL. */
503 if (gl_info->supported[APPLE_FENCE]
504 && gl_info->supported[APPLE_CLIENT_STORAGE]
505 && gl_info->supported[APPLE_FLUSH_RENDER]
506 && gl_info->supported[APPLE_YCBCR_422])
508 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
509 TRACE_(d3d_caps)("Activating MacOS fixups.\n");
514 TRACE_(d3d_caps)("Apple extensions are not supported.\n");
515 TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
520 /* Context activation is done by the caller. */
521 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
523 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
524 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
525 * all the texture. This function detects this bug by its symptom and disables PBOs
528 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
529 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
530 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
531 * read back is compared to the original. If they are equal PBOs are assumed to work,
532 * otherwise the PBO extension is disabled. */
534 static const unsigned int pattern[] =
536 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
537 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
538 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
539 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
541 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
543 /* No PBO -> No point in testing them. */
544 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
548 while (glGetError());
549 glGenTextures(1, &texture);
550 glBindTexture(GL_TEXTURE_2D, texture);
552 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
553 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
554 checkGLcall("Specifying the PBO test texture");
556 GL_EXTCALL(glGenBuffersARB(1, &pbo));
557 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
558 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
559 checkGLcall("Specifying the PBO test pbo");
561 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
562 checkGLcall("Loading the PBO test texture");
564 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
565 glFinish(); /* just to be sure */
567 memset(check, 0, sizeof(check));
568 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
569 checkGLcall("Reading back the PBO test texture");
571 glDeleteTextures(1, &texture);
572 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
573 checkGLcall("PBO test cleanup");
577 if (memcmp(check, pattern, sizeof(check)))
579 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
580 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
581 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
585 TRACE_(d3d_caps)("PBO test successful.\n");
589 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
591 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
594 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
596 if (!match_apple(gl_info, gl_renderer)) return FALSE;
597 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
598 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
602 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
604 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
605 if (match_apple(gl_info, gl_renderer)) return FALSE;
606 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
610 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
612 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
613 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
614 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
615 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
618 * dx10 cards usually have 64 varyings */
619 return gl_info->max_glsl_varyings > 44;
622 /* A GL context is provided by the caller */
623 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
628 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
632 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
633 error = glGetError();
636 if(error == GL_NO_ERROR)
638 TRACE("GL Implementation accepts 4 component specular color pointers\n");
643 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
644 debug_glerror(error));
649 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
651 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
652 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
653 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
654 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
657 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
659 quirk_arb_constants(gl_info);
660 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
661 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
662 * allow 48 different offsets or other helper immediate values. */
663 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
664 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
667 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
668 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
669 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
670 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
671 * most games, but avoids the crash
673 * A more sophisticated way would be to find all units that need texture coordinates and enable
674 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
675 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
677 * Note that disabling the extension entirely does not gain predictability because there is no point
678 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
679 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
681 if (gl_info->supported[ARB_POINT_SPRITE])
683 TRACE("Limiting point sprites to one texture unit.\n");
684 gl_info->max_point_sprite_units = 1;
688 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
690 quirk_arb_constants(gl_info);
692 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
693 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
694 * If real NP2 textures are used, the driver falls back to software. We could just remove the
695 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
696 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
697 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
698 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
700 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
701 * has this extension promoted to core. The extension loading code sets this extension supported
702 * due to that, so this code works on fglrx as well. */
703 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
704 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
705 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
707 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
708 * it is generally more efficient. Reserve just 8 constants. */
709 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
710 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
713 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
715 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
716 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
717 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
718 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
719 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
720 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
722 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
723 * triggering the software fallback. There is not much we can do here apart from disabling the
724 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
725 * in IWineD3DImpl_FillGLCaps).
726 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
727 * post-processing effects in the game "Max Payne 2").
728 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
729 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
730 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
731 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
734 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
736 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
737 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
738 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
739 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
740 * according to the spec.
742 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
743 * makes the shader slower and eats instruction slots which should be available to the d3d app.
745 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
746 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
747 * this workaround is activated on cards that do not need it, it won't break things, just affect
748 * performance negatively. */
749 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
750 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
753 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
755 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
758 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
760 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
765 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
766 void (*apply)(struct wined3d_gl_info *gl_info);
767 const char *description;
770 struct driver_quirk quirk_table[] =
773 match_ati_r300_to_500,
775 "ATI GLSL constant and normalized texrect quirk"
777 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
778 * used it falls back to software. While the compiler can detect if the shader uses all declared
779 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
780 * using relative addressing falls back to software.
782 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
785 quirk_apple_glsl_constants,
786 "Apple GLSL uniform override"
791 "Geforce 5 NP2 disable"
796 "Init texcoord .w for Apple Intel GPU driver"
799 match_apple_nonr500ati,
801 "Init texcoord .w for Apple ATI >= r600 GPU driver"
805 quirk_one_point_sprite,
806 "Fglrx point sprite crash workaround"
811 "Reserved varying for gl_ClipPos"
814 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
815 * GL implementations accept it. The Mac GL is the only implementation known to
818 * If we can pass 4 component specular colors, do it, because (a) we don't have
819 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
820 * passes specular alpha to the pixel shader if any is used. Otherwise the
821 * specular alpha is used to pass the fog coordinate, which we pass to opengl
822 * via GL_EXT_fog_coord.
824 match_allows_spec_alpha,
825 quirk_allows_specular_alpha,
826 "Allow specular alpha quirk"
830 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
831 * reporting a driver version is moot because we are not the Windows driver, and we have different
832 * bugs, features, etc.
834 * If a card is not found in this table, the GL driver version is reported. */
835 struct driver_version_information
837 WORD vendor; /* reported PCI card vendor ID */
838 WORD card; /* reported PCI card device ID */
839 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
840 WORD hipart_hi, hipart_lo; /* driver hiword to report */
841 WORD lopart_hi, lopart_lo; /* driver loword to report */
844 static const struct driver_version_information driver_version_table[] =
846 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
847 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
848 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
849 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
851 * All version numbers used below are from the Linux nvidia drivers. */
852 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
853 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
865 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
866 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
867 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
868 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
869 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
870 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
871 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
872 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
873 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
874 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
875 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
876 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
877 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
878 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
879 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
880 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
881 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
883 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
884 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
885 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
886 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
887 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
888 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
889 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
890 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
891 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
892 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
893 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
895 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
898 /* Context activation is done by the caller. */
899 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
903 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
905 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
906 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
907 quirk_table[i].apply(gl_info);
910 /* Find out if PBOs work as they are supposed to. */
911 test_pbo_functionality(gl_info);
913 /* Fixup the driver version */
914 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
916 if (gl_info->gl_vendor == driver_version_table[i].vendor
917 && gl_info->gl_card == driver_version_table[i].card)
919 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
920 gl_info->gl_vendor, gl_info->gl_card);
922 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
923 driver_version_table[i].lopart_lo);
924 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
925 driver_version_table[i].hipart_lo);
926 gl_info->driver_description = driver_version_table[i].description;
932 /* Context activation is done by the caller. */
933 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
935 const char *GL_Extensions = NULL;
936 const char *WGL_Extensions = NULL;
937 const char *gl_string = NULL;
938 const char *gl_string_cursor = NULL;
940 GLfloat gl_floatv[2];
941 int major = 1, minor = 0;
944 unsigned int vidmem=0;
949 TRACE_(d3d_caps)("(%p)\n", gl_info);
953 gl_string = (const char *)glGetString(GL_RENDERER);
954 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
957 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
961 len = strlen(gl_string) + 1;
962 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
965 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
968 memcpy(gl_renderer, gl_string, len);
970 gl_string = (const char *)glGetString(GL_VENDOR);
971 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
974 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
975 HeapFree(GetProcessHeap(), 0, gl_renderer);
979 /* Fill in the GL vendor */
980 if (strstr(gl_string, "NVIDIA"))
982 gl_info->gl_vendor = VENDOR_NVIDIA;
984 else if (strstr(gl_string, "ATI"))
986 gl_info->gl_vendor = VENDOR_ATI;
988 else if (strstr(gl_string, "Intel(R)")
989 || strstr(gl_renderer, "Intel(R)")
990 || strstr(gl_string, "Intel Inc."))
992 gl_info->gl_vendor = VENDOR_INTEL;
994 else if (strstr(gl_string, "Mesa"))
996 gl_info->gl_vendor = VENDOR_MESA;
1000 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
1001 gl_info->gl_vendor = VENDOR_WINE;
1003 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1005 /* Parse the GL_VERSION field into major and minor information */
1006 gl_string = (const char *)glGetString(GL_VERSION);
1007 TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
1010 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1011 HeapFree(GetProcessHeap(), 0, gl_renderer);
1015 /* First, parse the generic opengl version. This is supposed not to be
1016 * convoluted with driver specific information. */
1017 gl_string_cursor = gl_string;
1019 major = atoi(gl_string_cursor);
1020 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1021 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1022 if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
1024 minor = atoi(gl_string_cursor);
1025 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1026 gl_version = MAKEDWORD_VERSION(major, minor);
1028 /* Now parse the driver specific string which we'll report to the app. */
1029 switch (gl_info->gl_vendor)
1032 gl_string_cursor = strstr(gl_string, "NVIDIA");
1033 if (!gl_string_cursor)
1035 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1039 gl_string_cursor = strstr(gl_string_cursor, " ");
1040 if (!gl_string_cursor)
1042 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1046 while (*gl_string_cursor == ' ') ++gl_string_cursor;
1048 if (!*gl_string_cursor)
1050 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1054 major = atoi(gl_string_cursor);
1055 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1057 if (*gl_string_cursor++ != '.')
1059 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1063 minor = atoi(gl_string_cursor);
1064 minor = major * 100 + minor;
1070 gl_string_cursor = strchr(gl_string, '-');
1071 if (gl_string_cursor)
1075 /* Check if version number is of the form x.y.z. */
1076 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
1077 || gl_string_cursor[1] != '.'
1078 || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
1079 || gl_string_cursor[3] != '.'
1080 || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
1081 /* Mark version number as malformed. */
1082 gl_string_cursor = 0;
1085 if (!gl_string_cursor)
1087 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1091 major = *gl_string_cursor - '0';
1092 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
1097 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1098 if (strstr(gl_string, "APPLE"))
1100 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1101 * We only need the first part, and use the APPLE as identification
1102 * "1.2 APPLE-1.4.56". */
1103 gl_string_cursor = gl_string;
1104 major = atoi(gl_string_cursor);
1105 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1107 if (*gl_string_cursor++ != '.')
1109 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
1113 minor = atoi(gl_string_cursor);
1119 gl_string_cursor = strstr(gl_string, "Mesa");
1120 gl_string_cursor = strstr(gl_string_cursor, " ");
1121 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
1122 if (*gl_string_cursor)
1127 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1129 tmp[cursor++] = *gl_string_cursor;
1135 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1139 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1141 tmp[cursor++] = *gl_string_cursor;
1155 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
1156 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
1157 debugstr_a(gl_string), major, minor, gl_info->driver_version);
1158 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1159 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1162 * Initialize openGL extension related variables
1163 * with Default values
1165 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1166 gl_info->max_buffers = 1;
1167 gl_info->max_textures = 1;
1168 gl_info->max_texture_stages = 1;
1169 gl_info->max_fragment_samplers = 1;
1170 gl_info->max_vertex_samplers = 0;
1171 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1172 gl_info->max_sampler_stages = 1;
1173 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
1174 gl_info->ps_arb_max_temps = 0;
1175 gl_info->ps_arb_max_instructions = 0;
1176 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
1177 gl_info->vs_arb_max_temps = 0;
1178 gl_info->vs_arb_max_instructions = 0;
1179 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
1180 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
1181 gl_info->vs_glsl_constantsF = 0;
1182 gl_info->ps_glsl_constantsF = 0;
1183 gl_info->vs_arb_constantsF = 0;
1184 gl_info->ps_arb_constantsF = 0;
1185 gl_info->ps_arb_max_local_constants = 0;
1187 /* Retrieve opengl defaults */
1188 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1189 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1190 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1192 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1193 gl_info->max_lights = gl_max;
1194 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1196 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1197 gl_info->max_texture_size = gl_max;
1198 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1200 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1201 gl_info->max_pointsizemin = gl_floatv[0];
1202 gl_info->max_pointsize = gl_floatv[1];
1203 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1205 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1206 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1209 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1210 HeapFree(GetProcessHeap(), 0, gl_renderer);
1214 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1216 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1218 while (*GL_Extensions)
1221 char current_ext[256];
1223 while (isspace(*GL_Extensions)) ++GL_Extensions;
1224 start = GL_Extensions;
1225 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1227 len = GL_Extensions - start;
1228 if (!len || len >= sizeof(current_ext)) continue;
1230 memcpy(current_ext, start, len);
1231 current_ext[len] = '\0';
1232 TRACE_(d3d_caps)("- %s\n", current_ext);
1234 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1236 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1238 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1239 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1247 /* Now work out what GL support this card really has */
1248 #define USE_GL_FUNC(type, pfn, ext, replace) \
1250 DWORD ver = ver_for_ext(ext); \
1251 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1252 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1253 else gl_info->pfn = NULL; \
1258 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1264 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1265 * loading the functions, otherwise the code above will load the extension entry points instead of the
1266 * core functions, which may not work. */
1267 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1269 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1270 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1272 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1273 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1277 if (gl_info->supported[APPLE_FENCE])
1279 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1280 * The apple extension interacts with some other apple exts. Disable the NV
1281 * extension if the apple one is support to prevent confusion in other parts
1283 gl_info->supported[NV_FENCE] = FALSE;
1285 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1287 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1289 * The enums are the same:
1290 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1291 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1292 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1293 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1294 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1296 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1298 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1299 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1301 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1303 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1304 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1307 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1309 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1310 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1312 if (gl_info->supported[NV_TEXTURE_SHADER2])
1314 if (gl_info->supported[NV_REGISTER_COMBINERS])
1316 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1317 * are supported. The nv extensions provide the same functionality as the
1318 * ATI one, and a bit more(signed pixelformats). */
1319 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1322 if (gl_info->supported[ARB_DRAW_BUFFERS])
1324 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1325 gl_info->max_buffers = gl_max;
1326 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1328 if (gl_info->supported[ARB_MULTITEXTURE])
1330 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1331 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1332 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1334 if (gl_info->supported[NV_REGISTER_COMBINERS])
1337 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1338 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1342 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1344 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1346 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1349 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1350 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1354 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1356 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1358 if (gl_info->supported[ARB_VERTEX_SHADER])
1361 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1362 gl_info->max_vertex_samplers = tmp;
1363 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1364 gl_info->max_combined_samplers = tmp;
1366 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1367 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1368 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1369 * shader is used with fixed function vertex processing we're fine too because fixed function
1370 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1371 * used we have to make sure that all vertex sampler setups are valid together with all
1372 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1373 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1374 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1375 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1376 * a fixed function pipeline anymore.
1378 * So this is just a check to check that our assumption holds true. If not, write a warning
1379 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1380 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1381 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1383 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1384 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1385 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1386 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1387 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1389 gl_info->max_vertex_samplers = 0;
1394 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1396 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1397 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1399 if (gl_info->supported[ARB_VERTEX_BLEND])
1401 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1402 gl_info->max_blends = gl_max;
1403 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1405 if (gl_info->supported[EXT_TEXTURE3D])
1407 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1408 gl_info->max_texture3d_size = gl_max;
1409 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1411 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1413 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1414 gl_info->max_anisotropy = gl_max;
1415 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1417 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1419 gl_info->ps_arb_version = PS_VERSION_11;
1420 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1421 gl_info->ps_arb_constantsF = gl_max;
1422 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1423 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1424 gl_info->ps_arb_max_temps = gl_max;
1425 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1426 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1427 gl_info->ps_arb_max_instructions = gl_max;
1428 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1430 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1432 gl_info->vs_arb_version = VS_VERSION_11;
1433 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1434 gl_info->vs_arb_constantsF = gl_max;
1435 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1436 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1437 gl_info->vs_arb_max_temps = gl_max;
1438 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1439 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1440 gl_info->vs_arb_max_instructions = gl_max;
1441 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1443 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1445 if (gl_info->supported[ARB_VERTEX_SHADER])
1447 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1448 gl_info->vs_glsl_constantsF = gl_max / 4;
1449 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1451 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1453 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1454 gl_info->ps_glsl_constantsF = gl_max / 4;
1455 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1456 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1457 gl_info->max_glsl_varyings = gl_max;
1458 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1460 if (gl_info->supported[EXT_VERTEX_SHADER])
1462 gl_info->vs_ati_version = VS_VERSION_11;
1464 if (gl_info->supported[NV_VERTEX_PROGRAM3])
1466 gl_info->vs_nv_version = VS_VERSION_30;
1468 else if (gl_info->supported[NV_VERTEX_PROGRAM2])
1470 gl_info->vs_nv_version = VS_VERSION_20;
1472 else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
1474 gl_info->vs_nv_version = VS_VERSION_11;
1476 else if (gl_info->supported[NV_VERTEX_PROGRAM])
1478 gl_info->vs_nv_version = VS_VERSION_10;
1480 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
1482 gl_info->ps_nv_version = PS_VERSION_30;
1484 else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
1486 gl_info->ps_nv_version = PS_VERSION_20;
1488 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1490 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1494 gl_info->max_shininess = 128.0f;
1496 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1498 /* If we have full NP2 texture support, disable
1499 * GL_ARB_texture_rectangle because we will never use it.
1500 * This saves a few redundant glDisable calls. */
1501 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1503 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1505 /* Disable NV_register_combiners and fragment shader if this is supported.
1506 * generally the NV extensions are preferred over the ATI ones, and this
1507 * extension is disabled if register_combiners and texture_shader2 are both
1508 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1509 * fragment processing support. */
1510 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1511 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1512 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1513 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1514 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1516 if (gl_info->supported[NV_HALF_FLOAT])
1518 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1519 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1521 if (gl_info->supported[ARB_POINT_SPRITE])
1523 gl_info->max_point_sprite_units = gl_info->max_textures;
1527 gl_info->max_point_sprite_units = 0;
1529 checkGLcall("extension detection");
1531 /* In some cases the number of texture stages can be larger than the number
1532 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1533 * shaders), but 8 texture stages (register combiners). */
1534 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1536 /* We can only use ORM_FBO when the hardware supports it. */
1537 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1538 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1539 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1542 /* MRTs are currently only supported when FBOs are used. */
1543 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1544 gl_info->max_buffers = 1;
1547 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1548 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1549 * in case of the latest videocards in the number of pixel/vertex pipelines.
1551 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1552 * rendering. Various games use this information to get a rough estimation of the features of the card
1553 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1554 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1555 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1558 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1559 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1560 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1561 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1562 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1563 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1564 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1567 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1568 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1569 * similar 3d features.
1571 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1572 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1573 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1574 * won't pass we return a default card. This way is better than maintaining a full card database as even
1575 * without a full database we can return a card with similar features. Second the size of the database
1576 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1577 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1578 * to distinguishes between different models from that family.
1580 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1581 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1582 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1583 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1584 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1585 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1586 * memory behind our backs if really needed.
1587 * Note that the amount of video memory can be overruled using a registry setting.
1589 switch (gl_info->gl_vendor) {
1591 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1592 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1594 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1595 /* Geforce 200 - highend */
1596 if (strstr(gl_renderer, "GTX 280")
1597 || strstr(gl_renderer, "GTX 285")
1598 || strstr(gl_renderer, "GTX 295"))
1600 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1603 /* Geforce 200 - midend high */
1604 else if (strstr(gl_renderer, "GTX 275"))
1606 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1609 /* Geforce 200 - midend */
1610 else if (strstr(gl_renderer, "GTX 260"))
1612 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1615 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1616 else if (strstr(gl_renderer, "9800")
1617 || strstr(gl_renderer, "GTS 150")
1618 || strstr(gl_renderer, "GTS 250"))
1620 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1623 /* Geforce9 - midend */
1624 else if (strstr(gl_renderer, "9600"))
1626 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1627 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1629 /* Geforce9 - midend low / Geforce 200 - low*/
1630 else if (strstr(gl_renderer, "9500")
1631 || strstr(gl_renderer, "GT 120")
1632 || strstr(gl_renderer, "GT 130"))
1634 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1635 vidmem = 256; /* The 9500GT has 256-1024MB */
1637 /* Geforce9 - lowend */
1638 else if (strstr(gl_renderer, "9400"))
1640 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1641 vidmem = 256; /* The 9400GT has 256-1024MB */
1643 /* Geforce9 - lowend low */
1644 else if (strstr(gl_renderer, "9100")
1645 || strstr(gl_renderer, "9200")
1646 || strstr(gl_renderer, "9300")
1647 || strstr(gl_renderer, "G 100"))
1649 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1650 vidmem = 256; /* The 9100-9300 cards have 256MB */
1652 /* Geforce8 - highend */
1653 else if (strstr(gl_renderer, "8800"))
1655 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1656 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1658 /* Geforce8 - midend mobile */
1659 else if (strstr(gl_renderer, "8600 M"))
1661 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1664 /* Geforce8 - midend */
1665 else if (strstr(gl_renderer, "8600")
1666 || strstr(gl_renderer, "8700"))
1668 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1671 /* Geforce8 - lowend */
1672 else if (strstr(gl_renderer, "8300")
1673 || strstr(gl_renderer, "8400")
1674 || strstr(gl_renderer, "8500"))
1676 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1677 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1679 /* Geforce7 - highend */
1680 else if (strstr(gl_renderer, "7800")
1681 || strstr(gl_renderer, "7900")
1682 || strstr(gl_renderer, "7950")
1683 || strstr(gl_renderer, "Quadro FX 4")
1684 || strstr(gl_renderer, "Quadro FX 5"))
1686 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1687 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1689 /* Geforce7 midend */
1690 else if (strstr(gl_renderer, "7600")
1691 || strstr(gl_renderer, "7700"))
1693 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1694 vidmem = 256; /* The 7600 uses 256-512MB */
1695 /* Geforce7 lower medium */
1697 else if (strstr(gl_renderer, "7400"))
1699 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1700 vidmem = 256; /* The 7400 uses 256-512MB */
1702 /* Geforce7 lowend */
1703 else if (strstr(gl_renderer, "7300"))
1705 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1706 vidmem = 256; /* Mac Pros with this card have 256 MB */
1708 /* Geforce6 highend */
1709 else if (strstr(gl_renderer, "6800"))
1711 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1712 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1714 /* Geforce6 - midend */
1715 else if (strstr(gl_renderer, "6600")
1716 || strstr(gl_renderer, "6610")
1717 || strstr(gl_renderer, "6700"))
1719 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1720 vidmem = 128; /* A 6600GT has 128-256MB */
1722 /* Geforce6/7 lowend */
1724 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1727 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1728 /* GeforceFX - highend */
1729 if (strstr(gl_renderer, "5800")
1730 || strstr(gl_renderer, "5900")
1731 || strstr(gl_renderer, "5950")
1732 || strstr(gl_renderer, "Quadro FX"))
1734 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1735 vidmem = 256; /* 5800-5900 cards use 256MB */
1737 /* GeforceFX - midend */
1738 else if (strstr(gl_renderer, "5600")
1739 || strstr(gl_renderer, "5650")
1740 || strstr(gl_renderer, "5700")
1741 || strstr(gl_renderer, "5750"))
1743 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1744 vidmem = 128; /* A 5600 uses 128-256MB */
1746 /* GeforceFX - lowend */
1748 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1749 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1751 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1752 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1754 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1755 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1759 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1760 vidmem = 64; /* Geforce3 cards have 64-128MB */
1762 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1763 if (strstr(gl_renderer, "GeForce4 MX"))
1765 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1766 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1768 else if(strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1770 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1771 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1773 else if(strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1775 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1776 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1780 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1781 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1784 if (strstr(gl_renderer, "TNT2"))
1786 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1787 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1791 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1792 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1797 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1799 * beware: renderer string do not match exact card model,
1800 * eg HD 4800 is returned for multiple card, even for RV790 based one
1802 if(WINE_D3D9_CAPABLE(gl_info)) {
1803 /* Radeon R7xx HD4800 - highend */
1804 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1805 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1806 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1807 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1808 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1810 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1811 vidmem = 512; /* note: HD4890 cards use 1024MB */
1813 /* Radeon R740 HD4700 - midend */
1814 else if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1815 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1817 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1820 /* Radeon R730 HD4600 - midend */
1821 else if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1822 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1823 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1825 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1828 /* Radeon R710 HD4500/HD4350 - lowend */
1829 else if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1830 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1832 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1835 /* Radeon R6xx HD2900/HD3800 - highend */
1836 else if (strstr(gl_renderer, "HD 2900")
1837 || strstr(gl_renderer, "HD 3870")
1838 || strstr(gl_renderer, "HD 3850"))
1840 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1841 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1843 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1844 else if (strstr(gl_renderer, "HD 2600")
1845 || strstr(gl_renderer, "HD 3830")
1846 || strstr(gl_renderer, "HD 3690")
1847 || strstr(gl_renderer, "HD 3650"))
1849 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1850 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1852 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1853 else if (strstr(gl_renderer, "HD 2300")
1854 || strstr(gl_renderer, "HD 2400")
1855 || strstr(gl_renderer, "HD 3470")
1856 || strstr(gl_renderer, "HD 3450")
1857 || strstr(gl_renderer, "HD 3430")
1858 || strstr(gl_renderer, "HD 3400"))
1860 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1861 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1863 /* Radeon R6xx/R7xx integrated */
1864 else if (strstr(gl_renderer, "HD 3100")
1865 || strstr(gl_renderer, "HD 3200")
1866 || strstr(gl_renderer, "HD 3300"))
1868 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1869 vidmem = 128; /* 128MB */
1872 else if (strstr(gl_renderer, "X1600")
1873 || strstr(gl_renderer, "X1650")
1874 || strstr(gl_renderer, "X1800")
1875 || strstr(gl_renderer, "X1900")
1876 || strstr(gl_renderer, "X1950"))
1878 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1879 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1881 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1882 else if(strstr(gl_renderer, "X700")
1883 || strstr(gl_renderer, "X800")
1884 || strstr(gl_renderer, "X850")
1885 || strstr(gl_renderer, "X1300")
1886 || strstr(gl_renderer, "X1400")
1887 || strstr(gl_renderer, "X1450")
1888 || strstr(gl_renderer, "X1550"))
1890 gl_info->gl_card = CARD_ATI_RADEON_X700;
1891 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1893 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1894 else if(strstr(gl_renderer, "Radeon Xpress"))
1896 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1897 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1901 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1902 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1904 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1905 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1906 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1907 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1908 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1909 vidmem = 32; /* There are models with up to 64MB */
1911 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1912 vidmem = 16; /* There are 16-32MB models */
1916 if(strstr(gl_renderer, "X3100"))
1918 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1919 gl_info->gl_card = CARD_INTEL_X3100;
1922 else if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1924 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1925 gl_info->gl_card = CARD_INTEL_I945GM;
1928 else if (strstr(gl_renderer, "915GM"))
1930 gl_info->gl_card = CARD_INTEL_I915GM;
1932 else if (strstr(gl_renderer, "915G"))
1934 gl_info->gl_card = CARD_INTEL_I915G;
1936 else if (strstr(gl_renderer, "865G"))
1938 gl_info->gl_card = CARD_INTEL_I865G;
1940 else if (strstr(gl_renderer, "855G"))
1942 gl_info->gl_card = CARD_INTEL_I855G;
1944 else if (strstr(gl_renderer, "830G"))
1946 gl_info->gl_card = CARD_INTEL_I830G;
1948 gl_info->gl_card = CARD_INTEL_I915G;
1954 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1955 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1956 * them a good generic choice.
1958 gl_info->gl_vendor = VENDOR_NVIDIA;
1959 if(WINE_D3D9_CAPABLE(gl_info))
1960 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1961 else if(WINE_D3D8_CAPABLE(gl_info))
1962 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1963 else if(WINE_D3D7_CAPABLE(gl_info))
1964 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1965 else if(WINE_D3D6_CAPABLE(gl_info))
1966 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1968 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1970 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1972 /* If we have an estimate use it, else default to 64MB; */
1974 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1976 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1978 /* Load all the lookup tables */
1979 for (i = 0; i < MAX_LOOKUPS; i++) {
1980 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1983 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1984 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1985 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1986 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1987 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1988 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1989 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1990 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1991 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1992 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1994 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1995 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1996 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1997 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] = GL_LINEAR;
1999 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
2000 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
2001 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
2002 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
2003 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
2004 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
2005 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
2006 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
2007 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
2008 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE] = GL_LINEAR_MIPMAP_LINEAR;
2009 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
2010 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
2012 /* TODO: config lookups */
2014 /* Make sure there's an active HDC else the WGL extensions will fail */
2015 hdc = pwglGetCurrentDC();
2017 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2018 if(GL_EXTCALL(wglGetExtensionsStringARB))
2019 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2021 if (NULL == WGL_Extensions) {
2022 ERR(" WGL_Extensions returns NULL\n");
2024 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2025 while (*WGL_Extensions != 0x00) {
2029 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2030 Start = WGL_Extensions;
2031 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2035 len = WGL_Extensions - Start;
2036 if (len == 0 || len >= sizeof(ThisExtn))
2039 memcpy(ThisExtn, Start, len);
2040 ThisExtn[len] = '\0';
2041 TRACE_(d3d_caps)("- %s\n", ThisExtn);
2043 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2044 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2045 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2047 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2048 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2049 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2051 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2052 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2053 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2060 fixup_extensions(gl_info, gl_renderer);
2061 add_gl_compat_wrappers(gl_info);
2063 HeapFree(GetProcessHeap(), 0, gl_renderer);
2067 /**********************************************************
2068 * IWineD3D implementation follows
2069 **********************************************************/
2071 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2072 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2074 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2076 return This->adapter_count;
2079 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2080 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2081 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2085 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2086 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2088 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2090 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2094 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2097 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2098 of the same bpp but different resolutions */
2100 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2101 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2102 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2103 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2105 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2109 /* TODO: Store modes per adapter and read it from the adapter structure */
2110 if (Adapter == 0) { /* Display */
2115 memset(&mode, 0, sizeof(mode));
2116 mode.dmSize = sizeof(mode);
2118 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2123 case WINED3DFMT_UNKNOWN:
2124 /* This is for D3D8, do not enumerate P8 here */
2125 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2128 case WINED3DFMT_X8R8G8B8:
2129 if (mode.dmBitsPerPel == 32) ++i;
2132 case WINED3DFMT_R5G6B5:
2133 if (mode.dmBitsPerPel == 16) ++i;
2137 if (mode.dmBitsPerPel == 8) ++i;
2141 /* Skip other modes as they do not match the requested format */
2146 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2149 FIXME_(d3d_caps)("Adapter not primary display\n");
2154 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2155 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2156 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2157 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2159 /* Validate the parameters as much as possible */
2160 if (NULL == pMode ||
2161 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2162 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2163 return WINED3DERR_INVALIDCALL;
2166 /* TODO: Store modes per adapter and read it from the adapter structure */
2174 ZeroMemory(&DevModeW, sizeof(DevModeW));
2175 DevModeW.dmSize = sizeof(DevModeW);
2177 /* If we are filtering to a specific format (D3D9), then need to skip
2178 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2179 just count through the ones with valid bit depths */
2180 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2183 case WINED3DFMT_UNKNOWN:
2184 /* This is D3D8. Do not enumerate P8 here */
2185 if (DevModeW.dmBitsPerPel == 32 ||
2186 DevModeW.dmBitsPerPel == 16) i++;
2188 case WINED3DFMT_X8R8G8B8:
2189 if (DevModeW.dmBitsPerPel == 32) i++;
2191 case WINED3DFMT_R5G6B5:
2192 if (DevModeW.dmBitsPerPel == 16) i++;
2195 if (DevModeW.dmBitsPerPel == 8) i++;
2198 /* Modes that don't match what we support can get an early-out */
2199 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2200 return WINED3DERR_INVALIDCALL;
2205 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2206 return WINED3DERR_INVALIDCALL;
2210 /* Now get the display mode via the calculated index */
2211 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2212 pMode->Width = DevModeW.dmPelsWidth;
2213 pMode->Height = DevModeW.dmPelsHeight;
2214 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2215 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2216 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2218 if (Format == WINED3DFMT_UNKNOWN) {
2219 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2221 pMode->Format = Format;
2224 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2225 return WINED3DERR_INVALIDCALL;
2228 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2229 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2230 DevModeW.dmBitsPerPel);
2235 FIXME_(d3d_caps)("Adapter not primary display\n");
2241 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2242 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2243 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2245 if (NULL == pMode ||
2246 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2247 return WINED3DERR_INVALIDCALL;
2250 if (Adapter == 0) { /* Display */
2254 ZeroMemory(&DevModeW, sizeof(DevModeW));
2255 DevModeW.dmSize = sizeof(DevModeW);
2257 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2258 pMode->Width = DevModeW.dmPelsWidth;
2259 pMode->Height = DevModeW.dmPelsHeight;
2260 bpp = DevModeW.dmBitsPerPel;
2261 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2262 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2264 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2267 pMode->Format = pixelformat_for_depth(bpp);
2269 FIXME_(d3d_caps)("Adapter not primary display\n");
2272 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2273 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2277 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2278 and fields being inserted in the middle, a new structure is used in place */
2279 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2280 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2281 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2284 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2286 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2287 return WINED3DERR_INVALIDCALL;
2290 /* Return the information requested */
2291 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2293 if (pIdentifier->driver_size)
2295 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2296 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2297 pIdentifier->driver[len] = '\0';
2300 if (pIdentifier->description_size)
2302 const char *description;
2304 if (This->adapters[Adapter].gl_info.driver_description)
2305 description = This->adapters[Adapter].gl_info.driver_description;
2307 description = This->adapters[Adapter].description;
2309 len = min(strlen(description), pIdentifier->description_size - 1);
2310 memcpy(pIdentifier->description, description, len);
2311 pIdentifier->description[len] = '\0';
2314 /* Note that d3d8 doesn't supply a device name. */
2315 if (pIdentifier->device_name_size)
2317 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2319 len = strlen(device_name);
2320 if (len >= pIdentifier->device_name_size)
2322 ERR("Device name size too small.\n");
2323 return WINED3DERR_INVALIDCALL;
2326 memcpy(pIdentifier->device_name, device_name, len);
2327 pIdentifier->device_name[len] = '\0';
2330 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2331 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2332 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2333 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2334 pIdentifier->subsystem_id = 0;
2335 pIdentifier->revision = 0;
2336 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2338 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2340 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2341 pIdentifier->device_id = wined3d_settings.pci_device_id;
2344 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2346 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2347 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2350 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2355 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2356 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2358 short redSize, greenSize, blueSize, alphaSize, colorBits;
2363 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2364 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2366 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2370 if(cfg->redSize < redSize)
2373 if(cfg->greenSize < greenSize)
2376 if(cfg->blueSize < blueSize)
2379 if(cfg->alphaSize < alphaSize)
2383 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2384 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2385 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2386 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2387 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2388 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2389 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2390 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2391 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2392 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2393 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2394 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2395 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2397 /* Probably a color index mode */
2404 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2405 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2407 short depthSize, stencilSize;
2408 BOOL lockable = FALSE;
2413 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2415 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2419 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2422 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2423 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2424 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2425 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2428 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2429 * allow more stencil bits than requested. */
2430 if(cfg->stencilSize < stencilSize)
2436 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2437 WINED3DFORMAT AdapterFormat,
2438 WINED3DFORMAT RenderTargetFormat,
2439 WINED3DFORMAT DepthStencilFormat) {
2440 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2442 const WineD3D_PixelFormat *cfgs;
2443 const struct WineD3DAdapter *adapter;
2444 const struct GlPixelFormatDesc *rt_format_desc;
2445 const struct GlPixelFormatDesc *ds_format_desc;
2448 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2450 DeviceType, debug_d3ddevicetype(DeviceType),
2451 AdapterFormat, debug_d3dformat(AdapterFormat),
2452 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2453 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2455 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2456 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2457 return WINED3DERR_INVALIDCALL;
2460 adapter = &This->adapters[Adapter];
2461 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2462 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2463 cfgs = adapter->cfgs;
2464 nCfgs = adapter->nCfgs;
2465 for (it = 0; it < nCfgs; ++it) {
2466 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2468 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2470 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2475 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2477 return WINED3DERR_NOTAVAILABLE;
2480 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2481 WINED3DFORMAT SurfaceFormat,
2482 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2484 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2485 const struct GlPixelFormatDesc *glDesc;
2486 const struct WineD3DAdapter *adapter;
2488 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2491 DeviceType, debug_d3ddevicetype(DeviceType),
2492 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2497 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2498 return WINED3DERR_INVALIDCALL;
2501 /* TODO: handle Windowed, add more quality levels */
2503 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2504 if(pQualityLevels) *pQualityLevels = 1;
2508 /* By default multisampling is disabled right now as it causes issues
2509 * on some Nvidia driver versions and it doesn't work well in combination
2511 if(!wined3d_settings.allow_multisampling)
2512 return WINED3DERR_NOTAVAILABLE;
2514 adapter = &This->adapters[Adapter];
2515 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2516 if (!glDesc) return WINED3DERR_INVALIDCALL;
2518 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2520 const WineD3D_PixelFormat *cfgs;
2522 cfgs = adapter->cfgs;
2523 nCfgs = adapter->nCfgs;
2524 for(i=0; i<nCfgs; i++) {
2525 if(cfgs[i].numSamples != MultiSampleType)
2528 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2531 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2534 *pQualityLevels = 1; /* Guess at a value! */
2538 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2539 short redSize, greenSize, blueSize, alphaSize, colorBits;
2541 const WineD3D_PixelFormat *cfgs;
2543 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2545 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2546 return WINED3DERR_NOTAVAILABLE;
2549 cfgs = adapter->cfgs;
2550 nCfgs = adapter->nCfgs;
2551 for(i=0; i<nCfgs; i++) {
2552 if(cfgs[i].numSamples != MultiSampleType)
2554 if(cfgs[i].redSize != redSize)
2556 if(cfgs[i].greenSize != greenSize)
2558 if(cfgs[i].blueSize != blueSize)
2560 if(cfgs[i].alphaSize != alphaSize)
2563 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2566 *pQualityLevels = 1; /* Guess at a value! */
2570 return WINED3DERR_NOTAVAILABLE;
2573 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2574 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2576 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2577 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2580 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2583 DeviceType, debug_d3ddevicetype(DeviceType),
2584 DisplayFormat, debug_d3dformat(DisplayFormat),
2585 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2588 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2589 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2590 return WINED3DERR_INVALIDCALL;
2593 /* The task of this function is to check whether a certain display / backbuffer format
2594 * combination is available on the given adapter. In fullscreen mode microsoft specified
2595 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2596 * and display format should match exactly.
2597 * In windowed mode format conversion can occur and this depends on the driver. When format
2598 * conversion is done, this function should nevertheless fail and applications need to use
2599 * CheckDeviceFormatConversion.
2600 * At the moment we assume that fullscreen and windowed have the same capabilities */
2602 /* There are only 4 display formats */
2603 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2604 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2605 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2606 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2608 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2609 return WINED3DERR_NOTAVAILABLE;
2612 /* If the requested DisplayFormat is not available, don't continue */
2613 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2615 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2616 return WINED3DERR_NOTAVAILABLE;
2619 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2620 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2621 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2622 return WINED3DERR_NOTAVAILABLE;
2625 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2626 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2627 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2628 return WINED3DERR_NOTAVAILABLE;
2631 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2632 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2633 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2634 return WINED3DERR_NOTAVAILABLE;
2637 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2638 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2639 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2640 return WINED3DERR_NOTAVAILABLE;
2643 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2644 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2645 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2646 return WINED3DERR_NOTAVAILABLE;
2649 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2650 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2652 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2658 /* Check if we support bumpmapping for a format */
2659 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2660 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2662 const struct fragment_pipeline *fp;
2664 switch(format_desc->format)
2666 case WINED3DFMT_R8G8_SNORM:
2667 case WINED3DFMT_R16G16_SNORM:
2668 case WINED3DFMT_L6V5U5:
2669 case WINED3DFMT_X8L8V8U8:
2670 case WINED3DFMT_R8G8B8A8_SNORM:
2671 /* Ask the fixed function pipeline implementation if it can deal
2672 * with the conversion. If we've got a GL extension giving native
2673 * support this will be an identity conversion. */
2674 fp = select_fragment_implementation(adapter, DeviceType);
2675 if (fp->color_fixup_supported(format_desc->color_fixup))
2677 TRACE_(d3d_caps)("[OK]\n");
2680 TRACE_(d3d_caps)("[FAILED]\n");
2684 TRACE_(d3d_caps)("[FAILED]\n");
2689 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2690 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2691 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2695 /* Only allow depth/stencil formats */
2696 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2698 /* Walk through all WGL pixel formats to find a match */
2699 for (it = 0; it < adapter->nCfgs; ++it)
2701 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2702 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2704 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2714 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2716 /* The flags entry of a format contains the filtering capability */
2717 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2722 /* Check the render target capabilities of a format */
2723 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2724 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2726 /* Filter out non-RT formats */
2727 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2729 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2730 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2732 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2733 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2735 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2736 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2738 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2739 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2740 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2741 TRACE_(d3d_caps)("[FAILED]\n");
2745 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2746 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2747 for (it = 0; it < adapter->nCfgs; ++it)
2749 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2750 &cfgs[it], check_format_desc))
2752 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2753 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2757 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2758 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2759 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2762 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2763 for (it = 0; it < adapter->nCfgs; ++it)
2765 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2766 &cfgs[it], check_format_desc))
2768 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2769 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2773 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2774 /* For now return TRUE for FBOs until we have some proper checks.
2775 * Note that this function will only be called when the format is around for texturing. */
2781 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2783 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2785 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2786 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2787 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2791 switch (format_desc->format)
2793 case WINED3DFMT_A8R8G8B8:
2794 case WINED3DFMT_X8R8G8B8:
2795 case WINED3DFMT_A4R4G4B4:
2797 case WINED3DFMT_A8L8:
2798 case WINED3DFMT_DXT1:
2799 case WINED3DFMT_DXT2:
2800 case WINED3DFMT_DXT3:
2801 case WINED3DFMT_DXT4:
2802 case WINED3DFMT_DXT5:
2803 TRACE_(d3d_caps)("[OK]\n");
2807 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2813 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2814 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2816 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2817 * doing the color fixup in shaders.
2818 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2819 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2821 int vs_selected_mode;
2822 int ps_selected_mode;
2823 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2825 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2826 TRACE_(d3d_caps)("[OK]\n");
2831 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2835 /* Check if a format support blending in combination with pixel shaders */
2836 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2837 const struct GlPixelFormatDesc *format_desc)
2839 /* The flags entry of a format contains the post pixel shader blending capability */
2840 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2845 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2847 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2848 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2849 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2850 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2851 * capability anyway.
2853 * For now lets report this on all formats, but in the future we may want to
2854 * restrict it to some should games need that
2859 /* Check if a texture format is supported on the given adapter */
2860 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2861 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2863 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2864 const shader_backend_t *shader_backend;
2865 const struct fragment_pipeline *fp;
2867 switch (format_desc->format)
2870 * supported: RGB(A) formats
2872 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2873 case WINED3DFMT_A8R8G8B8:
2874 case WINED3DFMT_X8R8G8B8:
2875 case WINED3DFMT_R5G6B5:
2876 case WINED3DFMT_X1R5G5B5:
2877 case WINED3DFMT_A1R5G5B5:
2878 case WINED3DFMT_A4R4G4B4:
2879 case WINED3DFMT_A8_UNORM:
2880 case WINED3DFMT_X4R4G4B4:
2881 case WINED3DFMT_R8G8B8A8_UNORM:
2882 case WINED3DFMT_X8B8G8R8:
2883 case WINED3DFMT_A2R10G10B10:
2884 case WINED3DFMT_R10G10B10A2_UNORM:
2885 case WINED3DFMT_R16G16_UNORM:
2886 TRACE_(d3d_caps)("[OK]\n");
2889 case WINED3DFMT_R3G3B2:
2890 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2894 * supported: Palettized
2897 TRACE_(d3d_caps)("[OK]\n");
2899 /* No Windows driver offers A8P8, so don't offer it either */
2900 case WINED3DFMT_A8P8:
2904 * Supported: (Alpha)-Luminance
2907 case WINED3DFMT_A8L8:
2908 case WINED3DFMT_L16:
2909 TRACE_(d3d_caps)("[OK]\n");
2912 /* Not supported on Windows, thus disabled */
2913 case WINED3DFMT_A4L4:
2914 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2918 * Supported: Depth/Stencil formats
2920 case WINED3DFMT_D16_LOCKABLE:
2921 case WINED3DFMT_D16_UNORM:
2922 case WINED3DFMT_D15S1:
2923 case WINED3DFMT_D24X8:
2924 case WINED3DFMT_D24X4S4:
2925 case WINED3DFMT_D24S8:
2926 case WINED3DFMT_D24FS8:
2927 case WINED3DFMT_D32:
2928 case WINED3DFMT_D32F_LOCKABLE:
2932 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2933 * GL_NV_texture_shader). Emulated by shaders
2935 case WINED3DFMT_R8G8_SNORM:
2936 case WINED3DFMT_X8L8V8U8:
2937 case WINED3DFMT_L6V5U5:
2938 case WINED3DFMT_R8G8B8A8_SNORM:
2939 case WINED3DFMT_R16G16_SNORM:
2940 /* Ask the shader backend if it can deal with the conversion. If
2941 * we've got a GL extension giving native support this will be an
2942 * identity conversion. */
2943 shader_backend = select_shader_backend(adapter, DeviceType);
2944 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2946 TRACE_(d3d_caps)("[OK]\n");
2949 TRACE_(d3d_caps)("[FAILED]\n");
2952 case WINED3DFMT_DXT1:
2953 case WINED3DFMT_DXT2:
2954 case WINED3DFMT_DXT3:
2955 case WINED3DFMT_DXT4:
2956 case WINED3DFMT_DXT5:
2957 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2958 TRACE_(d3d_caps)("[OK]\n");
2961 TRACE_(d3d_caps)("[FAILED]\n");
2966 * Odd formats - not supported
2968 case WINED3DFMT_VERTEXDATA:
2969 case WINED3DFMT_R16_UINT:
2970 case WINED3DFMT_R32_UINT:
2971 case WINED3DFMT_R16G16B16A16_SNORM:
2972 case WINED3DFMT_A2W10V10U10:
2973 case WINED3DFMT_W11V11U10:
2974 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2978 * WINED3DFMT_CxV8U8: Not supported right now
2980 case WINED3DFMT_CxV8U8:
2981 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2985 case WINED3DFMT_UYVY:
2986 case WINED3DFMT_YUY2:
2987 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2988 TRACE_(d3d_caps)("[OK]\n");
2991 TRACE_(d3d_caps)("[FAILED]\n");
2993 case WINED3DFMT_YV12:
2994 TRACE_(d3d_caps)("[FAILED]\n");
2998 case WINED3DFMT_R16G16B16A16_UNORM:
2999 case WINED3DFMT_A8R3G3B2:
3000 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3003 /* Floating point formats */
3004 case WINED3DFMT_R16_FLOAT:
3005 case WINED3DFMT_R16G16_FLOAT:
3006 case WINED3DFMT_R16G16B16A16_FLOAT:
3007 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
3008 TRACE_(d3d_caps)("[OK]\n");
3011 TRACE_(d3d_caps)("[FAILED]\n");
3014 case WINED3DFMT_R32_FLOAT:
3015 case WINED3DFMT_R32G32_FLOAT:
3016 case WINED3DFMT_R32G32B32A32_FLOAT:
3017 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3018 TRACE_(d3d_caps)("[OK]\n");
3021 TRACE_(d3d_caps)("[FAILED]\n");
3024 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3025 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3026 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3027 * We can do instancing with all shader versions, but we need vertex shaders.
3029 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3030 * to enable instancing. WineD3D doesn't need that and just ignores it.
3032 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3034 case WINEMAKEFOURCC('I','N','S','T'):
3035 TRACE("ATI Instancing check hack\n");
3036 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3037 TRACE_(d3d_caps)("[OK]\n");
3040 TRACE_(d3d_caps)("[FAILED]\n");
3043 /* Some weird FOURCC formats */
3044 case WINED3DFMT_R8G8_B8G8:
3045 case WINED3DFMT_G8R8_G8B8:
3046 case WINED3DFMT_MULTI2_ARGB8:
3047 TRACE_(d3d_caps)("[FAILED]\n");
3050 /* Vendor specific formats */
3051 case WINED3DFMT_ATI2N:
3052 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3053 shader_backend = select_shader_backend(adapter, DeviceType);
3054 fp = select_fragment_implementation(adapter, DeviceType);
3055 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3056 && fp->color_fixup_supported(format_desc->color_fixup))
3058 TRACE_(d3d_caps)("[OK]\n");
3062 TRACE_(d3d_caps)("[OK]\n");
3065 TRACE_(d3d_caps)("[FAILED]\n");
3068 case WINED3DFMT_NVHU:
3069 case WINED3DFMT_NVHS:
3070 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3071 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3072 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3073 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3074 * Applications have to deal with not having NVHS and NVHU.
3076 TRACE_(d3d_caps)("[FAILED]\n");
3079 case WINED3DFMT_UNKNOWN:
3083 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3089 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3090 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3092 const struct blit_shader *blitter;
3094 if(SurfaceType == SURFACE_GDI) {
3095 switch(check_format_desc->format)
3097 case WINED3DFMT_R8G8B8:
3098 case WINED3DFMT_A8R8G8B8:
3099 case WINED3DFMT_X8R8G8B8:
3100 case WINED3DFMT_R5G6B5:
3101 case WINED3DFMT_X1R5G5B5:
3102 case WINED3DFMT_A1R5G5B5:
3103 case WINED3DFMT_A4R4G4B4:
3104 case WINED3DFMT_R3G3B2:
3105 case WINED3DFMT_A8_UNORM:
3106 case WINED3DFMT_A8R3G3B2:
3107 case WINED3DFMT_X4R4G4B4:
3108 case WINED3DFMT_R10G10B10A2_UNORM:
3109 case WINED3DFMT_R8G8B8A8_UNORM:
3110 case WINED3DFMT_X8B8G8R8:
3111 case WINED3DFMT_R16G16_UNORM:
3112 case WINED3DFMT_A2R10G10B10:
3113 case WINED3DFMT_R16G16B16A16_UNORM:
3115 TRACE_(d3d_caps)("[OK]\n");
3118 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3123 /* All format that are supported for textures are supported for surfaces as well */
3124 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3125 /* All depth stencil formats are supported on surfaces */
3126 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3128 /* If opengl can't process the format natively, the blitter may be able to convert it */
3129 blitter = select_blit_implementation(adapter, DeviceType);
3130 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3132 TRACE_(d3d_caps)("[OK]\n");
3136 /* Reject other formats */
3137 TRACE_(d3d_caps)("[FAILED]\n");
3141 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3143 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3145 if (!GL_LIMITS(vertex_samplers)) {
3146 TRACE_(d3d_caps)("[FAILED]\n");
3150 switch (format_desc->format)
3152 case WINED3DFMT_R32G32B32A32_FLOAT:
3153 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3154 TRACE_(d3d_caps)("[FAILED]\n");
3157 TRACE_(d3d_caps)("[OK]\n");
3161 TRACE_(d3d_caps)("[FAILED]\n");
3167 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3168 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3169 WINED3DSURFTYPE SurfaceType) {
3170 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3171 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3172 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3173 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3174 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3175 DWORD UsageCaps = 0;
3177 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3180 DeviceType, debug_d3ddevicetype(DeviceType),
3181 AdapterFormat, debug_d3dformat(AdapterFormat),
3182 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3183 RType, debug_d3dresourcetype(RType),
3184 CheckFormat, debug_d3dformat(CheckFormat));
3186 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3187 return WINED3DERR_INVALIDCALL;
3190 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3192 if(SurfaceType != SURFACE_OPENGL) {
3193 TRACE("[FAILED]\n");
3194 return WINED3DERR_NOTAVAILABLE;
3197 /* Cubetexture allows:
3198 * - D3DUSAGE_AUTOGENMIPMAP
3199 * - D3DUSAGE_DEPTHSTENCIL
3200 * - D3DUSAGE_DYNAMIC
3201 * - D3DUSAGE_NONSECURE (d3d9ex)
3202 * - D3DUSAGE_RENDERTARGET
3203 * - D3DUSAGE_SOFTWAREPROCESSING
3204 * - D3DUSAGE_QUERY_WRAPANDMIP
3206 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3207 /* Check if the texture format is around */
3208 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3210 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3211 /* Check for automatic mipmap generation support */
3212 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3213 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3215 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3216 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3220 /* Always report dynamic locking */
3221 if(Usage & WINED3DUSAGE_DYNAMIC)
3222 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3224 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3225 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3227 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3229 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3230 return WINED3DERR_NOTAVAILABLE;
3234 /* Always report software processing */
3235 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3236 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3238 /* Check QUERY_FILTER support */
3239 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3240 if (CheckFilterCapability(adapter, format_desc))
3242 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3244 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3245 return WINED3DERR_NOTAVAILABLE;
3249 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3250 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3251 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3253 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3255 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3256 return WINED3DERR_NOTAVAILABLE;
3260 /* Check QUERY_SRGBREAD support */
3261 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3262 if (CheckSrgbReadCapability(adapter, format_desc))
3264 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3266 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3267 return WINED3DERR_NOTAVAILABLE;
3271 /* Check QUERY_SRGBWRITE support */
3272 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3273 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3275 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3277 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3278 return WINED3DERR_NOTAVAILABLE;
3282 /* Check QUERY_VERTEXTEXTURE support */
3283 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3284 if (CheckVertexTextureCapability(adapter, format_desc))
3286 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3288 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3289 return WINED3DERR_NOTAVAILABLE;
3293 /* Check QUERY_WRAPANDMIP support */
3294 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3295 if (CheckWrapAndMipCapability(adapter, format_desc))
3297 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3299 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3300 return WINED3DERR_NOTAVAILABLE;
3304 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3305 return WINED3DERR_NOTAVAILABLE;
3308 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3309 return WINED3DERR_NOTAVAILABLE;
3311 } else if(RType == WINED3DRTYPE_SURFACE) {
3313 * - D3DUSAGE_DEPTHSTENCIL
3314 * - D3DUSAGE_NONSECURE (d3d9ex)
3315 * - D3DUSAGE_RENDERTARGET
3318 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3320 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3321 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3323 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3325 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3326 return WINED3DERR_NOTAVAILABLE;
3330 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3331 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3333 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3335 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3336 return WINED3DERR_NOTAVAILABLE;
3340 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3341 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3342 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3344 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3346 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3347 return WINED3DERR_NOTAVAILABLE;
3351 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3352 return WINED3DERR_NOTAVAILABLE;
3355 } else if(RType == WINED3DRTYPE_TEXTURE) {
3357 * - D3DUSAGE_AUTOGENMIPMAP
3358 * - D3DUSAGE_DEPTHSTENCIL
3360 * - D3DUSAGE_DYNAMIC
3361 * - D3DUSAGE_NONSECURE (d3d9ex)
3362 * - D3DUSAGE_RENDERTARGET
3363 * - D3DUSAGE_SOFTWAREPROCESSING
3364 * - D3DUSAGE_TEXTAPI (d3d9ex)
3365 * - D3DUSAGE_QUERY_WRAPANDMIP
3368 if(SurfaceType != SURFACE_OPENGL) {
3369 TRACE("[FAILED]\n");
3370 return WINED3DERR_NOTAVAILABLE;
3373 /* Check if the texture format is around */
3374 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3376 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3377 /* Check for automatic mipmap generation support */
3378 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3379 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3381 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3382 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3386 /* Always report dynamic locking */
3387 if(Usage & WINED3DUSAGE_DYNAMIC)
3388 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3390 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3391 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3393 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3395 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3396 return WINED3DERR_NOTAVAILABLE;
3400 /* Always report software processing */
3401 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3402 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3404 /* Check QUERY_FILTER support */
3405 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3406 if (CheckFilterCapability(adapter, format_desc))
3408 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3410 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3411 return WINED3DERR_NOTAVAILABLE;
3415 /* Check QUERY_LEGACYBUMPMAP support */
3416 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3417 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3419 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3421 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3422 return WINED3DERR_NOTAVAILABLE;
3426 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3427 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3428 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3430 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3432 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3433 return WINED3DERR_NOTAVAILABLE;
3437 /* Check QUERY_SRGBREAD support */
3438 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3439 if (CheckSrgbReadCapability(adapter, format_desc))
3441 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3443 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3444 return WINED3DERR_NOTAVAILABLE;
3448 /* Check QUERY_SRGBWRITE support */
3449 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3450 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3452 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3454 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3455 return WINED3DERR_NOTAVAILABLE;
3459 /* Check QUERY_VERTEXTEXTURE support */
3460 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3461 if (CheckVertexTextureCapability(adapter, format_desc))
3463 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3465 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3466 return WINED3DERR_NOTAVAILABLE;
3470 /* Check QUERY_WRAPANDMIP support */
3471 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3472 if (CheckWrapAndMipCapability(adapter, format_desc))
3474 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3476 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3477 return WINED3DERR_NOTAVAILABLE;
3481 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3482 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3484 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3486 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3487 return WINED3DERR_NOTAVAILABLE;
3491 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3492 return WINED3DERR_NOTAVAILABLE;
3494 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3495 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3496 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3498 * Volumetexture allows:
3499 * - D3DUSAGE_DYNAMIC
3500 * - D3DUSAGE_NONSECURE (d3d9ex)
3501 * - D3DUSAGE_SOFTWAREPROCESSING
3502 * - D3DUSAGE_QUERY_WRAPANDMIP
3505 if(SurfaceType != SURFACE_OPENGL) {
3506 TRACE("[FAILED]\n");
3507 return WINED3DERR_NOTAVAILABLE;
3510 /* Check volume texture and volume usage caps */
3511 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3512 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3514 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3515 return WINED3DERR_NOTAVAILABLE;
3518 /* Always report dynamic locking */
3519 if(Usage & WINED3DUSAGE_DYNAMIC)
3520 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3522 /* Always report software processing */
3523 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3524 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3526 /* Check QUERY_FILTER support */
3527 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3528 if (CheckFilterCapability(adapter, format_desc))
3530 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3532 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3533 return WINED3DERR_NOTAVAILABLE;
3537 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3538 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3539 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3541 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3543 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3544 return WINED3DERR_NOTAVAILABLE;
3548 /* Check QUERY_SRGBREAD support */
3549 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3550 if (CheckSrgbReadCapability(adapter, format_desc))
3552 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3554 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3555 return WINED3DERR_NOTAVAILABLE;
3559 /* Check QUERY_SRGBWRITE support */
3560 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3561 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3563 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3565 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3566 return WINED3DERR_NOTAVAILABLE;
3570 /* Check QUERY_VERTEXTEXTURE support */
3571 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3572 if (CheckVertexTextureCapability(adapter, format_desc))
3574 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3576 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3577 return WINED3DERR_NOTAVAILABLE;
3581 /* Check QUERY_WRAPANDMIP support */
3582 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3583 if (CheckWrapAndMipCapability(adapter, format_desc))
3585 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3587 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3588 return WINED3DERR_NOTAVAILABLE;
3592 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3593 return WINED3DERR_NOTAVAILABLE;
3596 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3597 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3598 * app needing one of those formats, don't advertize them to avoid leading apps into
3599 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3602 switch(CheckFormat) {
3604 case WINED3DFMT_A4L4:
3605 case WINED3DFMT_R32_FLOAT:
3606 case WINED3DFMT_R16_FLOAT:
3607 case WINED3DFMT_X8L8V8U8:
3608 case WINED3DFMT_L6V5U5:
3609 case WINED3DFMT_R16G16_UNORM:
3610 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3611 return WINED3DERR_NOTAVAILABLE;
3613 case WINED3DFMT_R8G8B8A8_SNORM:
3614 case WINED3DFMT_R16G16_SNORM:
3615 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3616 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3617 return WINED3DERR_NOTAVAILABLE;
3621 case WINED3DFMT_R8G8_SNORM:
3622 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3623 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3624 return WINED3DERR_NOTAVAILABLE;
3628 case WINED3DFMT_DXT1:
3629 case WINED3DFMT_DXT2:
3630 case WINED3DFMT_DXT3:
3631 case WINED3DFMT_DXT4:
3632 case WINED3DFMT_DXT5:
3633 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3634 * compressed texture results in an error. While the D3D refrast does
3635 * support s3tc volumes, at least the nvidia windows driver does not, so
3636 * we're free not to support this format.
3638 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3639 return WINED3DERR_NOTAVAILABLE;
3642 /* Do nothing, continue with checking the format below */
3645 } else if(RType == WINED3DRTYPE_BUFFER){
3646 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3647 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3648 return WINED3DERR_NOTAVAILABLE;
3651 /* This format is nothing special and it is supported perfectly.
3652 * However, ati and nvidia driver on windows do not mark this format as
3653 * supported (tested with the dxCapsViewer) and pretending to
3654 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3655 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3656 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3658 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3659 TRACE_(d3d_caps)("[FAILED]\n");
3660 return WINED3DERR_NOTAVAILABLE;
3663 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3664 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3665 * usage flags match. */
3666 if(UsageCaps == Usage) {
3668 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3669 return WINED3DOK_NOAUTOGEN;
3671 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3672 return WINED3DERR_NOTAVAILABLE;
3676 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3677 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3678 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3680 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3683 DeviceType, debug_d3ddevicetype(DeviceType),
3684 SourceFormat, debug_d3dformat(SourceFormat),
3685 TargetFormat, debug_d3dformat(TargetFormat));
3689 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3691 const shader_backend_t *ret;
3692 int vs_selected_mode;
3693 int ps_selected_mode;
3695 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3696 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3697 ret = &glsl_shader_backend;
3698 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3699 ret = &arb_program_shader_backend;
3701 ret = &none_shader_backend;
3706 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3707 WINED3DDEVTYPE DeviceType)
3709 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3710 int vs_selected_mode;
3711 int ps_selected_mode;
3713 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3714 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3715 return &arbfp_fragment_pipeline;
3716 } else if(ps_selected_mode == SHADER_ATI) {
3717 return &atifs_fragment_pipeline;
3718 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3719 return &nvts_fragment_pipeline;
3720 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3721 return &nvrc_fragment_pipeline;
3723 return &ffp_fragment_pipeline;
3727 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3729 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3730 int vs_selected_mode;
3731 int ps_selected_mode;
3733 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3734 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3741 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3742 subset of a D3DCAPS9 structure. However, it has to come via a void *
3743 as the d3d8 interface cannot import the d3d9 header */
3744 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3746 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3747 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3748 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3749 int vs_selected_mode;
3750 int ps_selected_mode;
3751 struct shader_caps shader_caps;
3752 struct fragment_caps fragment_caps;
3753 const shader_backend_t *shader_backend;
3754 const struct fragment_pipeline *frag_pipeline = NULL;
3755 DWORD ckey_caps, blit_caps, fx_caps;
3757 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3759 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3760 return WINED3DERR_INVALIDCALL;
3763 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3765 /* This function should *not* be modifying GL caps
3766 * TODO: move the functionality where it belongs */
3767 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3769 /* ------------------------------------------------
3770 The following fields apply to both d3d8 and d3d9
3771 ------------------------------------------------ */
3772 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3773 pCaps->AdapterOrdinal = Adapter;
3776 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3777 WINED3DCAPS2_FULLSCREENGAMMA |
3778 WINED3DCAPS2_DYNAMICTEXTURES;
3779 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3780 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3783 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3784 WINED3DCAPS3_COPY_TO_VIDMEM |
3785 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3787 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3788 WINED3DPRESENT_INTERVAL_ONE;
3790 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3791 WINED3DCURSORCAPS_LOWRES;
3793 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3794 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3795 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3796 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3797 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3798 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3799 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3800 WINED3DDEVCAPS_PUREDEVICE |
3801 WINED3DDEVCAPS_HWRASTERIZATION |
3802 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3803 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3804 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3805 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3806 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3807 WINED3DDEVCAPS_RTPATCHES;
3809 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3810 WINED3DPMISCCAPS_CULLCCW |
3811 WINED3DPMISCCAPS_CULLCW |
3812 WINED3DPMISCCAPS_COLORWRITEENABLE |
3813 WINED3DPMISCCAPS_CLIPTLVERTS |
3814 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3815 WINED3DPMISCCAPS_MASKZ |
3816 WINED3DPMISCCAPS_BLENDOP |
3817 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3819 WINED3DPMISCCAPS_NULLREFERENCE
3820 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3821 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3822 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3823 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3825 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3826 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3828 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3829 WINED3DPRASTERCAPS_PAT |
3830 WINED3DPRASTERCAPS_WFOG |
3831 WINED3DPRASTERCAPS_ZFOG |
3832 WINED3DPRASTERCAPS_FOGVERTEX |
3833 WINED3DPRASTERCAPS_FOGTABLE |
3834 WINED3DPRASTERCAPS_STIPPLE |
3835 WINED3DPRASTERCAPS_SUBPIXEL |
3836 WINED3DPRASTERCAPS_ZTEST |
3837 WINED3DPRASTERCAPS_SCISSORTEST |
3838 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3839 WINED3DPRASTERCAPS_DEPTHBIAS;
3841 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3842 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3843 WINED3DPRASTERCAPS_ZBIAS |
3844 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3846 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3847 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3850 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3851 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3852 WINED3DPRASTERCAPS_ANTIALIASEDGES
3853 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3854 WINED3DPRASTERCAPS_WBUFFER */
3856 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3857 WINED3DPCMPCAPS_EQUAL |
3858 WINED3DPCMPCAPS_GREATER |
3859 WINED3DPCMPCAPS_GREATEREQUAL |
3860 WINED3DPCMPCAPS_LESS |
3861 WINED3DPCMPCAPS_LESSEQUAL |
3862 WINED3DPCMPCAPS_NEVER |
3863 WINED3DPCMPCAPS_NOTEQUAL;
3865 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3866 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3867 WINED3DPBLENDCAPS_DESTALPHA |
3868 WINED3DPBLENDCAPS_DESTCOLOR |
3869 WINED3DPBLENDCAPS_INVDESTALPHA |
3870 WINED3DPBLENDCAPS_INVDESTCOLOR |
3871 WINED3DPBLENDCAPS_INVSRCALPHA |
3872 WINED3DPBLENDCAPS_INVSRCCOLOR |
3873 WINED3DPBLENDCAPS_ONE |
3874 WINED3DPBLENDCAPS_SRCALPHA |
3875 WINED3DPBLENDCAPS_SRCALPHASAT |
3876 WINED3DPBLENDCAPS_SRCCOLOR |
3877 WINED3DPBLENDCAPS_ZERO;
3879 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3880 WINED3DPBLENDCAPS_DESTCOLOR |
3881 WINED3DPBLENDCAPS_INVDESTALPHA |
3882 WINED3DPBLENDCAPS_INVDESTCOLOR |
3883 WINED3DPBLENDCAPS_INVSRCALPHA |
3884 WINED3DPBLENDCAPS_INVSRCCOLOR |
3885 WINED3DPBLENDCAPS_ONE |
3886 WINED3DPBLENDCAPS_SRCALPHA |
3887 WINED3DPBLENDCAPS_SRCCOLOR |
3888 WINED3DPBLENDCAPS_ZERO;
3889 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3890 * according to the glBlendFunc manpage
3892 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3893 * legacy settings for srcblend only
3896 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3897 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3898 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3902 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3903 WINED3DPCMPCAPS_EQUAL |
3904 WINED3DPCMPCAPS_GREATER |
3905 WINED3DPCMPCAPS_GREATEREQUAL |
3906 WINED3DPCMPCAPS_LESS |
3907 WINED3DPCMPCAPS_LESSEQUAL |
3908 WINED3DPCMPCAPS_NEVER |
3909 WINED3DPCMPCAPS_NOTEQUAL;
3911 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3912 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3913 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3914 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3915 WINED3DPSHADECAPS_COLORFLATRGB |
3916 WINED3DPSHADECAPS_FOGFLAT |
3917 WINED3DPSHADECAPS_FOGGOURAUD |
3918 WINED3DPSHADECAPS_SPECULARFLATRGB;
3920 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3921 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3922 WINED3DPTEXTURECAPS_TRANSPARENCY |
3923 WINED3DPTEXTURECAPS_BORDER |
3924 WINED3DPTEXTURECAPS_MIPMAP |
3925 WINED3DPTEXTURECAPS_PROJECTED |
3926 WINED3DPTEXTURECAPS_PERSPECTIVE;
3928 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3929 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3930 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3933 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3934 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3935 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3936 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3939 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3940 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3941 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3942 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3946 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3947 WINED3DPTFILTERCAPS_MAGFPOINT |
3948 WINED3DPTFILTERCAPS_MINFLINEAR |
3949 WINED3DPTFILTERCAPS_MINFPOINT |
3950 WINED3DPTFILTERCAPS_MIPFLINEAR |
3951 WINED3DPTFILTERCAPS_MIPFPOINT |
3952 WINED3DPTFILTERCAPS_LINEAR |
3953 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3954 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3955 WINED3DPTFILTERCAPS_MIPLINEAR |
3956 WINED3DPTFILTERCAPS_MIPNEAREST |
3957 WINED3DPTFILTERCAPS_NEAREST;
3959 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3960 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3961 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3964 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3965 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3966 WINED3DPTFILTERCAPS_MAGFPOINT |
3967 WINED3DPTFILTERCAPS_MINFLINEAR |
3968 WINED3DPTFILTERCAPS_MINFPOINT |
3969 WINED3DPTFILTERCAPS_MIPFLINEAR |
3970 WINED3DPTFILTERCAPS_MIPFPOINT |
3971 WINED3DPTFILTERCAPS_LINEAR |
3972 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3973 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3974 WINED3DPTFILTERCAPS_MIPLINEAR |
3975 WINED3DPTFILTERCAPS_MIPNEAREST |
3976 WINED3DPTFILTERCAPS_NEAREST;
3978 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3979 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3980 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3983 pCaps->CubeTextureFilterCaps = 0;
3985 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3986 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3987 WINED3DPTFILTERCAPS_MAGFPOINT |
3988 WINED3DPTFILTERCAPS_MINFLINEAR |
3989 WINED3DPTFILTERCAPS_MINFPOINT |
3990 WINED3DPTFILTERCAPS_MIPFLINEAR |
3991 WINED3DPTFILTERCAPS_MIPFPOINT |
3992 WINED3DPTFILTERCAPS_LINEAR |
3993 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3994 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3995 WINED3DPTFILTERCAPS_MIPLINEAR |
3996 WINED3DPTFILTERCAPS_MIPNEAREST |
3997 WINED3DPTFILTERCAPS_NEAREST;
3999 pCaps->VolumeTextureFilterCaps = 0;
4001 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4002 WINED3DPTADDRESSCAPS_CLAMP |
4003 WINED3DPTADDRESSCAPS_WRAP;
4005 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4006 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4008 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4009 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4011 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4012 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4015 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4016 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4017 WINED3DPTADDRESSCAPS_CLAMP |
4018 WINED3DPTADDRESSCAPS_WRAP;
4019 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4020 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4022 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4023 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4025 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4026 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4029 pCaps->VolumeTextureAddressCaps = 0;
4031 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4032 WINED3DLINECAPS_ZTEST |
4033 WINED3DLINECAPS_BLEND |
4034 WINED3DLINECAPS_ALPHACMP |
4035 WINED3DLINECAPS_FOG;
4036 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4037 * idea how generating the smoothing alpha values works; the result is different
4040 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
4041 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4043 if(GL_SUPPORT(EXT_TEXTURE3D))
4044 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4046 pCaps->MaxVolumeExtent = 0;
4048 pCaps->MaxTextureRepeat = 32768;
4049 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4050 pCaps->MaxVertexW = 1.0f;
4052 pCaps->GuardBandLeft = 0.0f;
4053 pCaps->GuardBandTop = 0.0f;
4054 pCaps->GuardBandRight = 0.0f;
4055 pCaps->GuardBandBottom = 0.0f;
4057 pCaps->ExtentsAdjust = 0.0f;
4059 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4060 WINED3DSTENCILCAPS_INCRSAT |
4061 WINED3DSTENCILCAPS_INVERT |
4062 WINED3DSTENCILCAPS_KEEP |
4063 WINED3DSTENCILCAPS_REPLACE |
4064 WINED3DSTENCILCAPS_ZERO;
4065 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4066 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4067 WINED3DSTENCILCAPS_INCR;
4069 if ( This->dxVersion > 8 &&
4070 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
4071 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
4072 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4075 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4077 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4078 pCaps->MaxActiveLights = GL_LIMITS(lights);
4080 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4081 pCaps->MaxVertexBlendMatrixIndex = 0;
4083 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4084 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4087 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4088 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4089 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4090 WINED3DVTXPCAPS_LOCALVIEWER |
4091 WINED3DVTXPCAPS_VERTEXFOG |
4092 WINED3DVTXPCAPS_TEXGEN;
4094 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4096 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4097 pCaps->MaxVertexIndex = 0xFFFFF;
4098 pCaps->MaxStreams = MAX_STREAMS;
4099 pCaps->MaxStreamStride = 1024;
4101 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4102 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4103 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4104 pCaps->MaxNpatchTessellationLevel = 0;
4105 pCaps->MasterAdapterOrdinal = 0;
4106 pCaps->AdapterOrdinalInGroup = 0;
4107 pCaps->NumberOfAdaptersInGroup = 1;
4109 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4111 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4112 WINED3DPTFILTERCAPS_MAGFPOINT |
4113 WINED3DPTFILTERCAPS_MINFLINEAR |
4114 WINED3DPTFILTERCAPS_MAGFLINEAR;
4115 pCaps->VertexTextureFilterCaps = 0;
4117 memset(&shader_caps, 0, sizeof(shader_caps));
4118 shader_backend = select_shader_backend(adapter, DeviceType);
4119 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4121 memset(&fragment_caps, 0, sizeof(fragment_caps));
4122 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4123 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4125 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4126 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4128 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4129 * Ignore shader model capabilities if disabled in config
4131 if(vs_selected_mode == SHADER_NONE) {
4132 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4133 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4134 pCaps->MaxVertexShaderConst = 0;
4136 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4137 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4140 if(ps_selected_mode == SHADER_NONE) {
4141 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4142 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4143 pCaps->PixelShader1xMaxValue = 0.0f;
4145 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4146 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4149 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4150 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4151 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4153 pCaps->VS20Caps = shader_caps.VS20Caps;
4154 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4155 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4156 pCaps->PS20Caps = shader_caps.PS20Caps;
4157 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4158 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4160 /* The following caps are shader specific, but they are things we cannot detect, or which
4161 * are the same among all shader models. So to avoid code duplication set the shader version
4162 * specific, but otherwise constant caps here
4164 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4165 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4166 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4167 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4168 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4169 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4170 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4172 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4173 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4174 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4175 pCaps->VS20Caps.Caps = 0;
4176 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4177 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4178 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4180 pCaps->MaxVShaderInstructionsExecuted = 65535;
4181 pCaps->MaxVertexShader30InstructionSlots = 0;
4182 } else { /* VS 1.x */
4183 pCaps->VS20Caps.Caps = 0;
4184 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4185 pCaps->VS20Caps.NumTemps = 0;
4186 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4188 pCaps->MaxVShaderInstructionsExecuted = 0;
4189 pCaps->MaxVertexShader30InstructionSlots = 0;
4192 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4193 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4194 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4196 /* 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 */
4197 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4198 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4199 WINED3DPS20CAPS_PREDICATION |
4200 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4201 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4202 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4203 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4204 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4205 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4207 pCaps->MaxPShaderInstructionsExecuted = 65535;
4208 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4209 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4210 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4211 pCaps->PS20Caps.Caps = 0;
4212 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4213 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4214 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4215 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4217 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4218 pCaps->MaxPixelShader30InstructionSlots = 0;
4219 } else { /* PS 1.x */
4220 pCaps->PS20Caps.Caps = 0;
4221 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4222 pCaps->PS20Caps.NumTemps = 0;
4223 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4224 pCaps->PS20Caps.NumInstructionSlots = 0;
4226 pCaps->MaxPShaderInstructionsExecuted = 0;
4227 pCaps->MaxPixelShader30InstructionSlots = 0;
4230 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4231 /* OpenGL supports all the formats below, perhaps not always
4232 * without conversion, but it supports them.
4233 * Further GLSL doesn't seem to have an official unsigned type so
4234 * don't advertise it yet as I'm not sure how we handle it.
4235 * We might need to add some clamping in the shader engine to
4237 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4238 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4239 WINED3DDTCAPS_UBYTE4N |
4240 WINED3DDTCAPS_SHORT2N |
4241 WINED3DDTCAPS_SHORT4N;
4242 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4243 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4244 WINED3DDTCAPS_FLOAT16_4;
4247 pCaps->DeclTypes = 0;
4249 /* Set DirectDraw helper Caps */
4250 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4251 WINEDDCKEYCAPS_SRCBLT;
4252 fx_caps = WINEDDFXCAPS_BLTALPHA |
4253 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4254 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4255 WINEDDFXCAPS_BLTROTATION90 |
4256 WINEDDFXCAPS_BLTSHRINKX |
4257 WINEDDFXCAPS_BLTSHRINKXN |
4258 WINEDDFXCAPS_BLTSHRINKY |
4259 WINEDDFXCAPS_BLTSHRINKXN |
4260 WINEDDFXCAPS_BLTSTRETCHX |
4261 WINEDDFXCAPS_BLTSTRETCHXN |
4262 WINEDDFXCAPS_BLTSTRETCHY |
4263 WINEDDFXCAPS_BLTSTRETCHYN;
4264 blit_caps = WINEDDCAPS_BLT |
4265 WINEDDCAPS_BLTCOLORFILL |
4266 WINEDDCAPS_BLTDEPTHFILL |
4267 WINEDDCAPS_BLTSTRETCH |
4268 WINEDDCAPS_CANBLTSYSMEM |
4269 WINEDDCAPS_CANCLIP |
4270 WINEDDCAPS_CANCLIPSTRETCHED |
4271 WINEDDCAPS_COLORKEY |
4272 WINEDDCAPS_COLORKEYHWASSIST |
4273 WINEDDCAPS_ALIGNBOUNDARYSRC;
4275 /* Fill the ddraw caps structure */
4276 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4277 WINEDDCAPS_PALETTE |
4279 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4280 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4281 WINEDDCAPS2_PRIMARYGAMMA |
4282 WINEDDCAPS2_WIDESURFACES |
4283 WINEDDCAPS2_CANRENDERWINDOWED;
4284 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4285 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4286 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4287 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4288 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4289 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4290 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4291 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4292 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4294 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4295 WINEDDSCAPS_BACKBUFFER |
4297 WINEDDSCAPS_FRONTBUFFER |
4298 WINEDDSCAPS_OFFSCREENPLAIN |
4299 WINEDDSCAPS_PALETTE |
4300 WINEDDSCAPS_PRIMARYSURFACE |
4301 WINEDDSCAPS_SYSTEMMEMORY |
4302 WINEDDSCAPS_VIDEOMEMORY |
4303 WINEDDSCAPS_VISIBLE;
4304 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4306 /* Set D3D caps if OpenGL is available. */
4307 if (adapter->opengl)
4309 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4310 WINEDDSCAPS_MIPMAP |
4311 WINEDDSCAPS_TEXTURE |
4312 WINEDDSCAPS_ZBUFFER;
4313 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4319 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4320 and fields being inserted in the middle, a new structure is used in place */
4321 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4322 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4323 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4325 IWineD3DDeviceImpl *object = NULL;
4326 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4327 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4328 WINED3DDISPLAYMODE mode;
4329 const struct fragment_pipeline *frag_pipeline = NULL;
4331 struct fragment_caps ffp_caps;
4332 struct shader_caps shader_caps;
4335 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4336 * number and create a device without a 3D adapter for 2D only operation.
4338 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4339 return WINED3DERR_INVALIDCALL;
4342 /* Create a WineD3DDevice object */
4343 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4344 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4345 TRACE("Created WineD3DDevice object @ %p\n", object);
4346 if (NULL == object) {
4347 return WINED3DERR_OUTOFVIDEOMEMORY;
4350 /* Set up initial COM information */
4351 object->lpVtbl = &IWineD3DDevice_Vtbl;
4353 object->wineD3D = iface;
4354 object->adapter = This->adapter_count ? adapter : NULL;
4355 IWineD3D_AddRef(object->wineD3D);
4356 object->parent = parent;
4357 object->device_parent = device_parent;
4358 list_init(&object->resources);
4359 list_init(&object->shaders);
4361 if(This->dxVersion == 7) {
4362 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4364 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4366 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4368 /* Set the state up as invalid until the device is fully created */
4369 object->state = WINED3DERR_DRIVERINTERNALERROR;
4371 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4372 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4374 /* Save the creation parameters */
4375 object->createParms.AdapterOrdinal = Adapter;
4376 object->createParms.DeviceType = DeviceType;
4377 object->createParms.hFocusWindow = hFocusWindow;
4378 object->createParms.BehaviorFlags = BehaviourFlags;
4380 /* Initialize other useful values */
4381 object->adapterNo = Adapter;
4382 object->devType = DeviceType;
4384 select_shader_mode(&adapter->gl_info, DeviceType,
4385 &object->ps_selected_mode, &object->vs_selected_mode);
4386 object->shader_backend = select_shader_backend(adapter, DeviceType);
4388 memset(&shader_caps, 0, sizeof(shader_caps));
4389 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4390 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4391 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4392 object->vs_clipping = shader_caps.VSClipping;
4394 memset(&ffp_caps, 0, sizeof(ffp_caps));
4395 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4396 object->frag_pipe = frag_pipeline;
4397 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4398 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4399 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4400 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4401 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4404 IWineD3D_Release(object->wineD3D);
4405 HeapFree(GetProcessHeap(), 0, object);
4410 object->blitter = select_blit_implementation(adapter, DeviceType);
4412 /* set the state of the device to valid */
4413 object->state = WINED3D_OK;
4415 /* Get the initial screen setup for ddraw */
4416 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4418 object->ddraw_width = mode.Width;
4419 object->ddraw_height = mode.Height;
4420 object->ddraw_format = mode.Format;
4422 for(i = 0; i < PATCHMAP_SIZE; i++) {
4423 list_init(&object->patches[i]);
4426 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4431 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4432 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4433 IUnknown_AddRef(This->parent);
4434 *pParent = This->parent;
4438 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4439 IUnknown* surfaceParent;
4440 TRACE("(%p) call back\n", pSurface);
4442 /* Now, release the parent, which will take care of cleaning up the surface for us */
4443 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4444 IUnknown_Release(surfaceParent);
4445 return IUnknown_Release(surfaceParent);
4448 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4449 IUnknown* volumeParent;
4450 TRACE("(%p) call back\n", pVolume);
4452 /* Now, release the parent, which will take care of cleaning up the volume for us */
4453 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4454 IUnknown_Release(volumeParent);
4455 return IUnknown_Release(volumeParent);
4458 static void WINE_GLAPI invalid_func(const void *data)
4460 ERR("Invalid vertex attribute function called\n");
4464 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4466 ERR("Invalid texcoord function called\n");
4470 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4471 * the extension detection and are used in drawStridedSlow
4473 static void WINE_GLAPI position_d3dcolor(const void *data)
4475 DWORD pos = *((const DWORD *)data);
4477 FIXME("Add a test for fixed function position from d3dcolor type\n");
4478 glVertex4s(D3DCOLOR_B_R(pos),
4484 static void WINE_GLAPI position_float4(const void *data)
4486 const GLfloat *pos = data;
4488 if (pos[3] != 0.0f && pos[3] != 1.0f)
4490 float w = 1.0f / pos[3];
4492 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4500 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4502 DWORD diffuseColor = *((const DWORD *)data);
4504 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4505 D3DCOLOR_B_G(diffuseColor),
4506 D3DCOLOR_B_B(diffuseColor),
4507 D3DCOLOR_B_A(diffuseColor));
4510 static void WINE_GLAPI specular_d3dcolor(const void *data)
4512 DWORD specularColor = *((const DWORD *)data);
4513 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4514 D3DCOLOR_B_G(specularColor),
4515 D3DCOLOR_B_B(specularColor)};
4517 specular_func_3ubv(d);
4520 static void WINE_GLAPI warn_no_specular_func(const void *data)
4522 WARN("GL_EXT_secondary_color not supported\n");
4525 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4527 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4528 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4529 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4530 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4531 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4532 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4533 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4534 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4535 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4536 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4537 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4538 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4539 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4540 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4541 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4542 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4543 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4545 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4546 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4547 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4548 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4549 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4550 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4551 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4552 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4553 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4554 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4555 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4556 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4557 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4558 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4559 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4560 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4561 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4563 /* No 4 component entry points here */
4564 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4565 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4566 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4567 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4569 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4571 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4572 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4573 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4574 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4576 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4578 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4579 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4580 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4581 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4582 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4583 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4584 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4585 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4586 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4587 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4588 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4589 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4591 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4592 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4594 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4595 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4596 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4597 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4598 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4599 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4600 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4601 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4602 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4603 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4604 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4605 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4606 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4607 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4608 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4609 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4610 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4612 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4613 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4614 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4615 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4616 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4617 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4618 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4619 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4620 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4621 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4622 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4623 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4624 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4625 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4626 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4627 if (GL_SUPPORT(NV_HALF_FLOAT))
4629 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4630 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4631 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4633 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4634 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4638 BOOL InitAdapters(IWineD3DImpl *This)
4640 static HMODULE mod_gl;
4642 int ps_selected_mode, vs_selected_mode;
4644 /* No need to hold any lock. The calling library makes sure only one thread calls
4645 * wined3d simultaneously
4648 TRACE("Initializing adapters\n");
4651 #ifdef USE_WIN32_OPENGL
4652 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4653 mod_gl = LoadLibraryA("opengl32.dll");
4655 ERR("Can't load opengl32.dll!\n");
4659 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4660 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4661 mod_gl = GetModuleHandleA("gdi32.dll");
4665 /* Load WGL core functions from opengl32.dll */
4666 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4670 if(!pwglGetProcAddress) {
4671 ERR("Unable to load wglGetProcAddress!\n");
4675 /* Dynamically load all GL core functions */
4679 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4680 * otherwise because we have to use winex11.drv's override
4682 #ifdef USE_WIN32_OPENGL
4683 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4684 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4686 glFinish = (void*)pwglGetProcAddress("wglFinish");
4687 glFlush = (void*)pwglGetProcAddress("wglFlush");
4690 glEnableWINE = glEnable;
4691 glDisableWINE = glDisable;
4693 /* For now only one default adapter */
4695 struct WineD3DAdapter *adapter = &This->adapters[0];
4696 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4697 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4701 WineD3D_PixelFormat *cfgs;
4702 DISPLAY_DEVICEW DisplayDevice;
4705 TRACE("Initializing default adapter\n");
4707 adapter->monitorPoint.x = -1;
4708 adapter->monitorPoint.y = -1;
4710 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4712 ERR("Failed to get a gl context for default adapter\n");
4716 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4718 ERR("Failed to initialize gl caps for default adapter\n");
4719 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4722 ret = initPixelFormats(&adapter->gl_info);
4724 ERR("Failed to init gl formats\n");
4725 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4729 hdc = fake_gl_ctx.dc;
4731 adapter->driver = "Display";
4732 adapter->description = "Direct3D HAL";
4734 /* Use the VideoRamSize registry setting when set */
4735 if(wined3d_settings.emulated_textureram)
4736 adapter->TextureRam = wined3d_settings.emulated_textureram;
4738 adapter->TextureRam = adapter->gl_info.vidmem;
4739 adapter->UsedTextureRam = 0;
4740 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4742 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4743 DisplayDevice.cb = sizeof(DisplayDevice);
4744 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4745 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4746 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4748 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4755 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4756 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4758 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4759 cfgs = adapter->cfgs;
4760 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4761 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4762 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4763 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4764 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4765 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4766 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4767 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4768 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4769 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4771 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4773 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4778 /* Cache the pixel format */
4779 cfgs->iPixelFormat = iPixelFormat;
4780 cfgs->redSize = values[0];
4781 cfgs->greenSize = values[1];
4782 cfgs->blueSize = values[2];
4783 cfgs->alphaSize = values[3];
4784 cfgs->depthSize = values[4];
4785 cfgs->stencilSize = values[5];
4786 cfgs->windowDrawable = values[6];
4787 cfgs->iPixelType = values[7];
4788 cfgs->doubleBuffer = values[8];
4789 cfgs->auxBuffers = values[9];
4791 cfgs->pbufferDrawable = FALSE;
4792 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4793 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4794 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4796 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4797 cfgs->pbufferDrawable = value;
4800 cfgs->numSamples = 0;
4801 /* Check multisample support */
4802 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4803 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4805 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4806 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4807 * value[1] = number of multi sample buffers*/
4809 cfgs->numSamples = value[1];
4813 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4819 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4820 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4821 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4823 cfgs = adapter->cfgs;
4824 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4826 PIXELFORMATDESCRIPTOR ppfd;
4828 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4832 /* We only want HW acceleration using an OpenGL ICD driver.
4833 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4834 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4836 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4838 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4842 cfgs->iPixelFormat = iPixelFormat;
4843 cfgs->redSize = ppfd.cRedBits;
4844 cfgs->greenSize = ppfd.cGreenBits;
4845 cfgs->blueSize = ppfd.cBlueBits;
4846 cfgs->alphaSize = ppfd.cAlphaBits;
4847 cfgs->depthSize = ppfd.cDepthBits;
4848 cfgs->stencilSize = ppfd.cStencilBits;
4849 cfgs->pbufferDrawable = 0;
4850 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4851 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4852 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4853 cfgs->auxBuffers = ppfd.cAuxBuffers;
4854 cfgs->numSamples = 0;
4856 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4861 /* 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 */
4864 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4866 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4867 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4872 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4873 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4874 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4875 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4876 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4877 * driver is allowed to consume more bits EXCEPT for stencil bits.
4879 * Mark an adapter with this broken stencil behavior.
4881 adapter->brokenStencil = TRUE;
4882 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4884 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4885 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4886 adapter->brokenStencil = FALSE;
4891 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4893 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4894 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4895 fillGLAttribFuncs(&adapter->gl_info);
4896 adapter->opengl = TRUE;
4898 This->adapter_count = 1;
4899 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4904 /* Initialize an adapter for ddraw-only memory counting */
4905 memset(This->adapters, 0, sizeof(This->adapters));
4906 This->adapters[0].num = 0;
4907 This->adapters[0].opengl = FALSE;
4908 This->adapters[0].monitorPoint.x = -1;
4909 This->adapters[0].monitorPoint.y = -1;
4911 This->adapters[0].driver = "Display";
4912 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4913 if(wined3d_settings.emulated_textureram) {
4914 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4916 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4919 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4921 This->adapter_count = 1;
4925 /**********************************************************
4926 * IWineD3D VTbl follows
4927 **********************************************************/
4929 const IWineD3DVtbl IWineD3D_Vtbl =
4932 IWineD3DImpl_QueryInterface,
4933 IWineD3DImpl_AddRef,
4934 IWineD3DImpl_Release,
4936 IWineD3DImpl_GetParent,
4937 IWineD3DImpl_GetAdapterCount,
4938 IWineD3DImpl_RegisterSoftwareDevice,
4939 IWineD3DImpl_GetAdapterMonitor,
4940 IWineD3DImpl_GetAdapterModeCount,
4941 IWineD3DImpl_EnumAdapterModes,
4942 IWineD3DImpl_GetAdapterDisplayMode,
4943 IWineD3DImpl_GetAdapterIdentifier,
4944 IWineD3DImpl_CheckDeviceMultiSampleType,
4945 IWineD3DImpl_CheckDepthStencilMatch,
4946 IWineD3DImpl_CheckDeviceType,
4947 IWineD3DImpl_CheckDeviceFormat,
4948 IWineD3DImpl_CheckDeviceFormatConversion,
4949 IWineD3DImpl_GetDeviceCaps,
4950 IWineD3DImpl_CreateDevice