2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the maximum Direct3D version the driver supports.
967 * y -> d3d version mapping:
976 * "z" is the subversion number.
978 * "w" is the vendor specific driver build number.
981 struct driver_version_information
983 enum wined3d_display_driver driver;
984 enum wined3d_driver_model driver_model;
985 const char *driver_name; /* name of Windows driver */
986 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
987 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
995 * - Radeon HD2x00 (R600) and up supported by current drivers.
996 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
997 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
998 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
999 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1000 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1001 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1002 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1003 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1004 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1007 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1008 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1009 * igxprd32.dll but the GMA800 driver was never updated. */
1010 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1011 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1012 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1013 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1014 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1015 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1018 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1019 * - GeforceFX support is up to 173.x on <= XP
1020 * - Geforce2MX/3/4 up to 96.x on <= XP
1021 * - TNT/Geforce1/2 up to 71.x on <= XP
1022 * All version numbers used below are from the Linux nvidia drivers. */
1023 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1024 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1025 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1026 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1027 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1030 struct gpu_description
1032 WORD vendor; /* reported PCI card vendor ID */
1033 WORD card; /* reported PCI card device ID */
1034 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1035 enum wined3d_display_driver driver;
1038 static const struct gpu_description gpu_description_table[] =
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6 },
1082 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, },
1083 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, },
1084 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, },
1085 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, },
1086 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, },
1087 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, },
1088 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, },
1089 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, },
1090 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, },
1099 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800 },
1100 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800 },
1101 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800 },
1102 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900 },
1103 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900 },
1104 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950 },
1105 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000 }
1108 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1109 enum wined3d_driver_model driver_model)
1113 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1114 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1116 const struct driver_version_information *entry = &driver_version_table[i];
1118 if (entry->driver == driver && entry->driver_model == driver_model)
1120 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1121 entry->driver_name, entry->version, entry->subversion, entry->build);
1129 static void init_driver_info(struct wined3d_driver_info *driver_info,
1130 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1132 OSVERSIONINFOW os_version;
1133 WORD driver_os_version;
1135 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1136 enum wined3d_driver_model driver_model;
1137 const struct driver_version_information *version_info;
1139 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1141 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1142 vendor = wined3d_settings.pci_vendor_id;
1144 driver_info->vendor = vendor;
1146 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1148 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1149 device = wined3d_settings.pci_device_id;
1151 driver_info->device = device;
1153 memset(&os_version, 0, sizeof(os_version));
1154 os_version.dwOSVersionInfoSize = sizeof(os_version);
1155 if (!GetVersionExW(&os_version))
1157 ERR("Failed to get OS version, reporting 2000/XP.\n");
1158 driver_os_version = 6;
1159 driver_model = DRIVER_MODEL_NT5X;
1163 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1164 switch (os_version.dwMajorVersion)
1167 /* If needed we could distinguish between 9x and NT4, but this code won't make
1168 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1170 driver_os_version = 4;
1171 driver_model = DRIVER_MODEL_WIN9X;
1175 driver_os_version = 6;
1176 driver_model = DRIVER_MODEL_NT5X;
1180 if (os_version.dwMinorVersion == 0)
1182 driver_os_version = 7;
1183 driver_model = DRIVER_MODEL_NT6X;
1187 if (os_version.dwMinorVersion > 1)
1189 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1190 os_version.dwMajorVersion, os_version.dwMinorVersion);
1192 driver_os_version = 8;
1193 driver_model = DRIVER_MODEL_NT6X;
1198 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1199 os_version.dwMajorVersion, os_version.dwMinorVersion);
1200 driver_os_version = 6;
1201 driver_model = DRIVER_MODEL_NT5X;
1206 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1207 * This means that unless the ids are overriden, we will always find a GPU description. */
1208 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1210 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1212 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1214 driver_info->description = gpu_description_table[i].description;
1215 driver = gpu_description_table[i].driver;
1220 /* Try to obtain driver version information for the current Windows version. This fails in
1222 * - the gpu is not available on the currently selected OS version:
1223 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1224 * version information for the current Windows version is returned instead of faked info.
1225 * We do the same and assume the default Windows version to emulate is WinXP.
1227 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1228 * For now return the XP driver info. Perhaps later on we should return VESA.
1230 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1231 * This could be an indication that our database is not up to date, so this should be fixed.
1233 version_info = get_driver_version_info(driver, driver_model);
1236 driver_info->name = version_info->driver_name;
1237 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1238 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1242 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1245 driver_info->name = version_info->driver_name;
1246 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1247 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1251 driver_info->description = "Direct3D HAL";
1252 driver_info->name = "Display";
1253 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1254 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1256 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1257 vendor, device, driver_model);
1261 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1262 driver_info->version_high, driver_info->version_low);
1265 /* Context activation is done by the caller. */
1266 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1267 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1271 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1273 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1274 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1275 quirk_table[i].apply(gl_info);
1278 /* Find out if PBOs work as they are supposed to. */
1279 test_pbo_functionality(gl_info);
1282 static DWORD wined3d_parse_gl_version(const char *gl_version)
1284 const char *ptr = gl_version;
1288 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1290 while (isdigit(*ptr)) ++ptr;
1291 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1295 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1297 return MAKEDWORD_VERSION(major, minor);
1300 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1303 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1304 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1305 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1307 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1308 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1309 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1310 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1311 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1312 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1313 * DirectDraw, not OpenGL. */
1314 if (gl_info->supported[APPLE_FENCE]
1315 && gl_info->supported[APPLE_CLIENT_STORAGE]
1316 && gl_info->supported[APPLE_FLUSH_RENDER]
1317 && gl_info->supported[APPLE_YCBCR_422])
1318 return GL_VENDOR_APPLE;
1320 if (strstr(gl_vendor_string, "NVIDIA"))
1321 return GL_VENDOR_NVIDIA;
1323 if (strstr(gl_vendor_string, "ATI"))
1324 return GL_VENDOR_FGLRX;
1326 if (strstr(gl_vendor_string, "Intel(R)")
1327 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1328 || strstr(gl_renderer, "Intel")
1329 || strstr(gl_vendor_string, "Intel Inc."))
1330 return GL_VENDOR_INTEL;
1332 if (strstr(gl_vendor_string, "Mesa")
1333 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1334 || strstr(gl_vendor_string, "DRI R300 Project")
1335 || strstr(gl_vendor_string, "X.Org R300 Project")
1336 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1337 || strstr(gl_vendor_string, "VMware, Inc.")
1338 || strstr(gl_renderer, "Mesa")
1339 || strstr(gl_renderer, "Gallium"))
1340 return GL_VENDOR_MESA;
1342 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1343 debugstr_a(gl_vendor_string));
1345 return GL_VENDOR_UNKNOWN;
1348 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1350 if (strstr(gl_vendor_string, "NVIDIA"))
1351 return HW_VENDOR_NVIDIA;
1353 if (strstr(gl_vendor_string, "ATI")
1354 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1355 || strstr(gl_vendor_string, "X.Org R300 Project")
1356 || strstr(gl_renderer, "R100")
1357 || strstr(gl_renderer, "R200")
1358 || strstr(gl_renderer, "R300")
1359 || strstr(gl_renderer, "R600")
1360 || strstr(gl_renderer, "R700"))
1361 return HW_VENDOR_ATI;
1363 if (strstr(gl_vendor_string, "Intel(R)")
1364 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1365 || strstr(gl_renderer, "Intel")
1366 || strstr(gl_vendor_string, "Intel Inc."))
1367 return HW_VENDOR_INTEL;
1369 if (strstr(gl_vendor_string, "Mesa")
1370 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1371 || strstr(gl_vendor_string, "VMware, Inc."))
1372 return HW_VENDOR_SOFTWARE;
1374 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1376 return HW_VENDOR_NVIDIA;
1381 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1382 const char *gl_renderer, unsigned int *vidmem)
1384 if (WINE_D3D10_CAPABLE(gl_info))
1386 /* Geforce 400 - highend */
1387 if (strstr(gl_renderer, "GTX 480"))
1390 return CARD_NVIDIA_GEFORCE_GTX480;
1393 /* Geforce 400 - midend high */
1394 if (strstr(gl_renderer, "GTX 470"))
1397 return CARD_NVIDIA_GEFORCE_GTX470;
1400 /* Geforce 400 - midend */
1401 if (strstr(gl_renderer, "GTX 460"))
1403 *vidmem = 768; /* 1024MB model also available */
1404 return CARD_NVIDIA_GEFORCE_GTX460;
1407 /* Geforce 300 highend mobile */
1408 if (strstr(gl_renderer, "GTS 350M")
1409 || strstr(gl_renderer, "GTS 360M"))
1412 return CARD_NVIDIA_GEFORCE_GTS350M;
1415 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1416 if (strstr(gl_renderer, "GT 325M")
1417 || strstr(gl_renderer, "GT 330M"))
1420 return CARD_NVIDIA_GEFORCE_GT325M;
1423 /* Geforce 200 - highend */
1424 if (strstr(gl_renderer, "GTX 280")
1425 || strstr(gl_renderer, "GTX 285")
1426 || strstr(gl_renderer, "GTX 295"))
1429 return CARD_NVIDIA_GEFORCE_GTX280;
1432 /* Geforce 200 - midend high */
1433 if (strstr(gl_renderer, "GTX 275"))
1436 return CARD_NVIDIA_GEFORCE_GTX275;
1439 /* Geforce 200 - midend */
1440 if (strstr(gl_renderer, "GTX 260"))
1443 return CARD_NVIDIA_GEFORCE_GTX260;
1445 /* Geforce 200 - midend */
1446 if (strstr(gl_renderer, "GT 240"))
1449 return CARD_NVIDIA_GEFORCE_GT240;
1452 /* Geforce 200 lowend */
1453 if (strstr(gl_renderer, "GT 220"))
1455 *vidmem = 512; /* The GT 220 has 512-1024MB */
1456 return CARD_NVIDIA_GEFORCE_GT220;
1458 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1459 if (strstr(gl_renderer, "Geforce 210")
1460 || strstr(gl_renderer, "G 210")
1461 || strstr(gl_renderer, "Geforce 305")
1462 || strstr(gl_renderer, "Geforce 310"))
1465 return CARD_NVIDIA_GEFORCE_210;
1468 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1469 if (strstr(gl_renderer, "9800")
1470 || strstr(gl_renderer, "GTS 150")
1471 || strstr(gl_renderer, "GTS 250"))
1474 return CARD_NVIDIA_GEFORCE_9800GT;
1477 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1478 if (strstr(gl_renderer, "9600")
1479 || strstr(gl_renderer, "GT 140"))
1481 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1482 return CARD_NVIDIA_GEFORCE_9600GT;
1485 /* Geforce9 - midend low / Geforce 200 - low */
1486 if (strstr(gl_renderer, "9500")
1487 || strstr(gl_renderer, "GT 120")
1488 || strstr(gl_renderer, "GT 130"))
1490 *vidmem = 256; /* The 9500GT has 256-1024MB */
1491 return CARD_NVIDIA_GEFORCE_9500GT;
1494 /* Geforce9 - lowend */
1495 if (strstr(gl_renderer, "9400"))
1497 *vidmem = 256; /* The 9400GT has 256-1024MB */
1498 return CARD_NVIDIA_GEFORCE_9400GT;
1501 /* Geforce9 - lowend low */
1502 if (strstr(gl_renderer, "9100")
1503 || strstr(gl_renderer, "9200")
1504 || strstr(gl_renderer, "9300")
1505 || strstr(gl_renderer, "G 100"))
1507 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1508 return CARD_NVIDIA_GEFORCE_9200;
1511 /* Geforce8 - highend high*/
1512 if (strstr(gl_renderer, "8800 GTX"))
1515 return CARD_NVIDIA_GEFORCE_8800GTX;
1518 /* Geforce8 - highend */
1519 if (strstr(gl_renderer, "8800"))
1521 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1522 return CARD_NVIDIA_GEFORCE_8800GTS;
1525 /* Geforce8 - midend mobile */
1526 if (strstr(gl_renderer, "8600 M"))
1529 return CARD_NVIDIA_GEFORCE_8600MGT;
1532 /* Geforce8 - midend */
1533 if (strstr(gl_renderer, "8600")
1534 || strstr(gl_renderer, "8700"))
1537 return CARD_NVIDIA_GEFORCE_8600GT;
1540 /* Geforce8 - mid-lowend */
1541 if (strstr(gl_renderer, "8400")
1542 || strstr(gl_renderer, "8500"))
1544 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1545 return CARD_NVIDIA_GEFORCE_8400GS;
1548 /* Geforce8 - lowend */
1549 if (strstr(gl_renderer, "8100")
1550 || strstr(gl_renderer, "8200")
1551 || strstr(gl_renderer, "8300"))
1553 *vidmem = 128; /* 128-256MB for a 8300 */
1554 return CARD_NVIDIA_GEFORCE_8300GS;
1557 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1559 return CARD_NVIDIA_GEFORCE_8300GS;
1562 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1563 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1565 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1567 /* Geforce7 - highend */
1568 if (strstr(gl_renderer, "7800")
1569 || strstr(gl_renderer, "7900")
1570 || strstr(gl_renderer, "7950")
1571 || strstr(gl_renderer, "Quadro FX 4")
1572 || strstr(gl_renderer, "Quadro FX 5"))
1574 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1575 return CARD_NVIDIA_GEFORCE_7800GT;
1578 /* Geforce7 midend */
1579 if (strstr(gl_renderer, "7600")
1580 || strstr(gl_renderer, "7700"))
1582 *vidmem = 256; /* The 7600 uses 256-512MB */
1583 return CARD_NVIDIA_GEFORCE_7600;
1586 /* Geforce7 lower medium */
1587 if (strstr(gl_renderer, "7400"))
1589 *vidmem = 256; /* The 7400 uses 256-512MB */
1590 return CARD_NVIDIA_GEFORCE_7400;
1593 /* Geforce7 lowend */
1594 if (strstr(gl_renderer, "7300"))
1596 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1597 return CARD_NVIDIA_GEFORCE_7300;
1600 /* Geforce6 highend */
1601 if (strstr(gl_renderer, "6800"))
1603 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1604 return CARD_NVIDIA_GEFORCE_6800;
1607 /* Geforce6 - midend */
1608 if (strstr(gl_renderer, "6600")
1609 || strstr(gl_renderer, "6610")
1610 || strstr(gl_renderer, "6700"))
1612 *vidmem = 128; /* A 6600GT has 128-256MB */
1613 return CARD_NVIDIA_GEFORCE_6600GT;
1616 /* Geforce6/7 lowend */
1618 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1621 if (WINE_D3D9_CAPABLE(gl_info))
1623 /* GeforceFX - highend */
1624 if (strstr(gl_renderer, "5800")
1625 || strstr(gl_renderer, "5900")
1626 || strstr(gl_renderer, "5950")
1627 || strstr(gl_renderer, "Quadro FX"))
1629 *vidmem = 256; /* 5800-5900 cards use 256MB */
1630 return CARD_NVIDIA_GEFORCEFX_5800;
1633 /* GeforceFX - midend */
1634 if (strstr(gl_renderer, "5600")
1635 || strstr(gl_renderer, "5650")
1636 || strstr(gl_renderer, "5700")
1637 || strstr(gl_renderer, "5750"))
1639 *vidmem = 128; /* A 5600 uses 128-256MB */
1640 return CARD_NVIDIA_GEFORCEFX_5600;
1643 /* GeforceFX - lowend */
1644 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1645 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1648 if (WINE_D3D8_CAPABLE(gl_info))
1650 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1652 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1653 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1656 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1657 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1660 if (WINE_D3D7_CAPABLE(gl_info))
1662 if (strstr(gl_renderer, "GeForce4 MX"))
1664 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1665 * early models had 32MB but most have 64MB or even 128MB. */
1667 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1670 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1672 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1673 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1676 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1678 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1679 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1682 /* Most Geforce1 cards have 32MB, there are also some rare 16
1683 * and 64MB (Dell) models. */
1685 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1688 if (strstr(gl_renderer, "TNT2"))
1690 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1691 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1694 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1695 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1699 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1700 const char *gl_renderer, unsigned int *vidmem)
1702 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1704 * Beware: renderer string do not match exact card model,
1705 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1706 if (WINE_D3D10_CAPABLE(gl_info))
1708 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1709 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1710 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1711 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1713 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1714 return CARD_ATI_RADEON_HD5800;
1717 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1718 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1719 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1720 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1722 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1723 return CARD_ATI_RADEON_HD5700;
1726 /* Radeon R7xx HD4800 - highend */
1727 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1728 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1729 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1730 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1731 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1733 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1734 return CARD_ATI_RADEON_HD4800;
1737 /* Radeon R740 HD4700 - midend */
1738 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1739 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1742 return CARD_ATI_RADEON_HD4700;
1745 /* Radeon R730 HD4600 - midend */
1746 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1747 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1748 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1751 return CARD_ATI_RADEON_HD4600;
1754 /* Radeon R710 HD4500/HD4350 - lowend */
1755 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1756 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1759 return CARD_ATI_RADEON_HD4350;
1762 /* Radeon R6xx HD2900/HD3800 - highend */
1763 if (strstr(gl_renderer, "HD 2900")
1764 || strstr(gl_renderer, "HD 3870")
1765 || strstr(gl_renderer, "HD 3850"))
1767 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1768 return CARD_ATI_RADEON_HD2900;
1771 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1772 if (strstr(gl_renderer, "HD 2600")
1773 || strstr(gl_renderer, "HD 3830")
1774 || strstr(gl_renderer, "HD 3690")
1775 || strstr(gl_renderer, "HD 3650"))
1777 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1778 return CARD_ATI_RADEON_HD2600;
1781 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1782 * Note HD2300=DX9, HD2350=DX10 */
1783 if (strstr(gl_renderer, "HD 2350")
1784 || strstr(gl_renderer, "HD 2400")
1785 || strstr(gl_renderer, "HD 3470")
1786 || strstr(gl_renderer, "HD 3450")
1787 || strstr(gl_renderer, "HD 3430")
1788 || strstr(gl_renderer, "HD 3400"))
1790 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1791 return CARD_ATI_RADEON_HD2350;
1794 /* Radeon R6xx/R7xx integrated */
1795 if (strstr(gl_renderer, "HD 3100")
1796 || strstr(gl_renderer, "HD 3200")
1797 || strstr(gl_renderer, "HD 3300"))
1799 *vidmem = 128; /* 128MB */
1800 return CARD_ATI_RADEON_HD3200;
1803 /* Default for when no GPU has been found */
1804 *vidmem = 128; /* 128MB */
1805 return CARD_ATI_RADEON_HD3200;
1808 if (WINE_D3D8_CAPABLE(gl_info))
1811 if (strstr(gl_renderer, "X1600")
1812 || strstr(gl_renderer, "X1650")
1813 || strstr(gl_renderer, "X1800")
1814 || strstr(gl_renderer, "X1900")
1815 || strstr(gl_renderer, "X1950"))
1817 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1818 return CARD_ATI_RADEON_X1600;
1821 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1822 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1823 if (strstr(gl_renderer, "X700")
1824 || strstr(gl_renderer, "X800")
1825 || strstr(gl_renderer, "X850")
1826 || strstr(gl_renderer, "X1300")
1827 || strstr(gl_renderer, "X1400")
1828 || strstr(gl_renderer, "X1450")
1829 || strstr(gl_renderer, "X1550")
1830 || strstr(gl_renderer, "X2300")
1831 || strstr(gl_renderer, "X2500")
1832 || strstr(gl_renderer, "HD 2300")
1835 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1836 return CARD_ATI_RADEON_X700;
1839 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1840 if (strstr(gl_renderer, "Radeon Xpress"))
1842 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1843 return CARD_ATI_RADEON_XPRESS_200M;
1847 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1848 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1851 if (WINE_D3D8_CAPABLE(gl_info))
1853 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1854 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1857 if (WINE_D3D7_CAPABLE(gl_info))
1859 *vidmem = 32; /* There are models with up to 64MB */
1860 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1863 *vidmem = 16; /* There are 16-32MB models */
1864 return CARD_ATI_RAGE_128PRO;
1868 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1869 const char *gl_renderer, unsigned int *vidmem)
1871 if (strstr(gl_renderer, "X3100"))
1873 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1875 return CARD_INTEL_X3100;
1878 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1880 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1882 return CARD_INTEL_I945GM;
1885 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1886 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1887 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1888 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1889 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1890 return CARD_INTEL_I915G;
1894 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1895 const char *gl_renderer, unsigned int *vidmem)
1897 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1899 * Beware: renderer string do not match exact card model,
1900 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1901 if (strstr(gl_renderer, "Gallium"))
1903 /* Radeon R7xx HD4800 - highend */
1904 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1905 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1906 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1908 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1909 return CARD_ATI_RADEON_HD4800;
1912 /* Radeon R740 HD4700 - midend */
1913 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1916 return CARD_ATI_RADEON_HD4700;
1919 /* Radeon R730 HD4600 - midend */
1920 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1923 return CARD_ATI_RADEON_HD4600;
1926 /* Radeon R710 HD4500/HD4350 - lowend */
1927 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1930 return CARD_ATI_RADEON_HD4350;
1933 /* Radeon R6xx HD2900/HD3800 - highend */
1934 if (strstr(gl_renderer, "R600")
1935 || strstr(gl_renderer, "RV670")
1936 || strstr(gl_renderer, "R680"))
1938 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1939 return CARD_ATI_RADEON_HD2900;
1942 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1943 if (strstr(gl_renderer, "RV630")
1944 || strstr(gl_renderer, "RV635"))
1946 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1947 return CARD_ATI_RADEON_HD2600;
1950 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1951 if (strstr(gl_renderer, "RV610")
1952 || strstr(gl_renderer, "RV620"))
1954 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1955 return CARD_ATI_RADEON_HD2350;
1958 /* Radeon R6xx/R7xx integrated */
1959 if (strstr(gl_renderer, "RS780")
1960 || strstr(gl_renderer, "RS880"))
1962 *vidmem = 128; /* 128MB */
1963 return CARD_ATI_RADEON_HD3200;
1967 if (strstr(gl_renderer, "RV530")
1968 || strstr(gl_renderer, "RV535")
1969 || strstr(gl_renderer, "RV560")
1970 || strstr(gl_renderer, "R520")
1971 || strstr(gl_renderer, "RV570")
1972 || strstr(gl_renderer, "R580"))
1974 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1975 return CARD_ATI_RADEON_X1600;
1978 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1979 if (strstr(gl_renderer, "R410")
1980 || strstr(gl_renderer, "R420")
1981 || strstr(gl_renderer, "R423")
1982 || strstr(gl_renderer, "R430")
1983 || strstr(gl_renderer, "R480")
1984 || strstr(gl_renderer, "R481")
1985 || strstr(gl_renderer, "RV410")
1986 || strstr(gl_renderer, "RV515")
1987 || strstr(gl_renderer, "RV516"))
1989 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1990 return CARD_ATI_RADEON_X700;
1993 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1994 if (strstr(gl_renderer, "RS400")
1995 || strstr(gl_renderer, "RS480")
1996 || strstr(gl_renderer, "RS482")
1997 || strstr(gl_renderer, "RS485")
1998 || strstr(gl_renderer, "RS600")
1999 || strstr(gl_renderer, "RS690")
2000 || strstr(gl_renderer, "RS740"))
2002 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
2003 return CARD_ATI_RADEON_XPRESS_200M;
2007 if (strstr(gl_renderer, "R300")
2008 || strstr(gl_renderer, "RV350")
2009 || strstr(gl_renderer, "RV351")
2010 || strstr(gl_renderer, "RV360")
2011 || strstr(gl_renderer, "RV370")
2012 || strstr(gl_renderer, "R350")
2013 || strstr(gl_renderer, "R360"))
2015 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
2016 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
2020 if (WINE_D3D9_CAPABLE(gl_info))
2022 /* Radeon R7xx HD4800 - highend */
2023 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
2024 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
2025 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
2027 *vidmem = 512; /* note: HD4890 cards use 1024MB */
2028 return CARD_ATI_RADEON_HD4800;
2031 /* Radeon R740 HD4700 - midend */
2032 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
2035 return CARD_ATI_RADEON_HD4700;
2038 /* Radeon R730 HD4600 - midend */
2039 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
2042 return CARD_ATI_RADEON_HD4600;
2045 /* Radeon R710 HD4500/HD4350 - lowend */
2046 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
2049 return CARD_ATI_RADEON_HD4350;
2052 /* Radeon R6xx HD2900/HD3800 - highend */
2053 if (strstr(gl_renderer, "(R600")
2054 || strstr(gl_renderer, "(RV670")
2055 || strstr(gl_renderer, "(R680"))
2057 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
2058 return CARD_ATI_RADEON_HD2900;
2061 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2062 if (strstr(gl_renderer, "(RV630")
2063 || strstr(gl_renderer, "(RV635"))
2065 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
2066 return CARD_ATI_RADEON_HD2600;
2069 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2070 if (strstr(gl_renderer, "(RV610")
2071 || strstr(gl_renderer, "(RV620"))
2073 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
2074 return CARD_ATI_RADEON_HD2350;
2077 /* Radeon R6xx/R7xx integrated */
2078 if (strstr(gl_renderer, "(RS780")
2079 || strstr(gl_renderer, "(RS880"))
2081 *vidmem = 128; /* 128MB */
2082 return CARD_ATI_RADEON_HD3200;
2086 if (WINE_D3D8_CAPABLE(gl_info))
2088 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
2089 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2092 if (WINE_D3D7_CAPABLE(gl_info))
2094 *vidmem = 32; /* There are models with up to 64MB */
2095 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2098 *vidmem = 16; /* There are 16-32MB models */
2099 return CARD_ATI_RAGE_128PRO;
2103 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2104 const char *gl_renderer, unsigned int *vidmem)
2106 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2107 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2108 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2109 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2110 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2111 return CARD_NVIDIA_RIVA_128;
2114 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2115 const char *gl_renderer, unsigned int *vidmem)
2117 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2118 return CARD_INTEL_I915G;
2122 struct vendor_card_selection
2124 enum wined3d_gl_vendor gl_vendor;
2125 enum wined3d_pci_vendor card_vendor;
2126 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2127 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2128 unsigned int *vidmem );
2131 static const struct vendor_card_selection vendor_card_select_table[] =
2133 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2134 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2135 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2136 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2137 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2138 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2139 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2140 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2141 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2145 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2146 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2148 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2149 * different GPUs with roughly the same features. In most cases GPUs from a
2150 * certain family differ in clockspeeds, the amount of video memory and the
2151 * number of shader pipelines.
2153 * A Direct3D device object contains the PCI id (vendor + device) of the
2154 * videocard which is used for rendering. Various applications use this
2155 * information to get a rough estimation of the features of the card and
2156 * some might use it for enabling 3d effects only on certain types of
2157 * videocards. In some cases games might even use it to work around bugs
2158 * which happen on certain videocards/driver combinations. The problem is
2159 * that OpenGL only exposes a rendering string containing the name of the
2160 * videocard and not the PCI id.
2162 * Various games depend on the PCI id, so somehow we need to provide one.
2163 * A simple option is to parse the renderer string and translate this to
2164 * the right PCI id. This is a lot of work because there are more than 200
2165 * GPUs just for Nvidia. Various cards share the same renderer string, so
2166 * the amount of code might be 'small' but there are quite a number of
2167 * exceptions which would make this a pain to maintain. Another way would
2168 * be to query the PCI id from the operating system (assuming this is the
2169 * videocard which is used for rendering which is not always the case).
2170 * This would work but it is not very portable. Second it would not work
2171 * well in, let's say, a remote X situation in which the amount of 3d
2172 * features which can be used is limited.
2174 * As said most games only use the PCI id to get an indication of the
2175 * capabilities of the card. It doesn't really matter if the given id is
2176 * the correct one if we return the id of a card with similar 3d features.
2178 * The code below checks the OpenGL capabilities of a videocard and matches
2179 * that to a certain level of Direct3D functionality. Once a card passes
2180 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2181 * least a GeforceFX. To give a better estimate we do a basic check on the
2182 * renderer string but if that won't pass we return a default card. This
2183 * way is better than maintaining a full card database as even without a
2184 * full database we can return a card with similar features. Second the
2185 * size of the database can be made quite small because when you know what
2186 * type of 3d functionality a card has, you know to which GPU family the
2187 * GPU must belong. Because of this you only have to check a small part of
2188 * the renderer string to distinguishes between different models from that
2191 * The code also selects a default amount of video memory which we will
2192 * use for an estimation of the amount of free texture memory. In case of
2193 * real D3D the amount of texture memory includes video memory and system
2194 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2195 * HyperMemory). We don't know how much system memory can be addressed by
2196 * the system but we can make a reasonable estimation about the amount of
2197 * video memory. If the value is slightly wrong it doesn't matter as we
2198 * didn't include AGP-like memory which makes the amount of addressable
2199 * memory higher and second OpenGL isn't that critical it moves to system
2200 * memory behind our backs if really needed. Note that the amount of video
2201 * memory can be overruled using a registry setting. */
2205 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2207 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2208 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2210 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2211 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2214 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2215 *gl_vendor, *card_vendor);
2217 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2218 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2219 * them a good generic choice. */
2220 *card_vendor = HW_VENDOR_NVIDIA;
2221 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2222 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2223 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2224 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2225 return CARD_NVIDIA_RIVA_128;
2228 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2230 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2231 int vs_selected_mode, ps_selected_mode;
2233 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2234 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2235 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2236 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2237 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2238 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2239 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2240 else return &ffp_fragment_pipeline;
2243 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2245 int vs_selected_mode, ps_selected_mode;
2247 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2248 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2249 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2250 return &none_shader_backend;
2253 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2255 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2256 int vs_selected_mode, ps_selected_mode;
2258 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2259 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2260 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2261 else return &ffp_blit;
2264 /* Context activation is done by the caller. */
2265 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2267 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2268 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2269 const char *GL_Extensions = NULL;
2270 const char *WGL_Extensions = NULL;
2271 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2272 struct fragment_caps fragment_caps;
2273 enum wined3d_gl_vendor gl_vendor;
2274 enum wined3d_pci_vendor card_vendor;
2275 enum wined3d_pci_device device;
2277 GLfloat gl_floatv[2];
2280 unsigned int vidmem=0;
2284 TRACE_(d3d_caps)("(%p)\n", gl_info);
2288 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2289 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2290 if (!gl_renderer_str)
2293 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2297 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2298 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2302 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2306 /* Parse the GL_VERSION field into major and minor information */
2307 gl_version_str = (const char *)glGetString(GL_VERSION);
2308 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2309 if (!gl_version_str)
2312 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2315 gl_version = wined3d_parse_gl_version(gl_version_str);
2318 * Initialize openGL extension related variables
2319 * with Default values
2321 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2322 gl_info->limits.blends = 1;
2323 gl_info->limits.buffers = 1;
2324 gl_info->limits.textures = 1;
2325 gl_info->limits.fragment_samplers = 1;
2326 gl_info->limits.vertex_samplers = 0;
2327 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2328 gl_info->limits.sampler_stages = 1;
2329 gl_info->limits.glsl_vs_float_constants = 0;
2330 gl_info->limits.glsl_ps_float_constants = 0;
2331 gl_info->limits.arb_vs_float_constants = 0;
2332 gl_info->limits.arb_vs_native_constants = 0;
2333 gl_info->limits.arb_vs_instructions = 0;
2334 gl_info->limits.arb_vs_temps = 0;
2335 gl_info->limits.arb_ps_float_constants = 0;
2336 gl_info->limits.arb_ps_local_constants = 0;
2337 gl_info->limits.arb_ps_instructions = 0;
2338 gl_info->limits.arb_ps_temps = 0;
2340 /* Retrieve opengl defaults */
2341 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2342 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2343 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2345 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2346 gl_info->limits.lights = gl_max;
2347 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2349 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2350 gl_info->limits.texture_size = gl_max;
2351 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2353 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2354 gl_info->limits.pointsize_min = gl_floatv[0];
2355 gl_info->limits.pointsize_max = gl_floatv[1];
2356 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2358 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2359 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2363 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2369 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2371 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2373 while (*GL_Extensions)
2377 while (isspace(*GL_Extensions)) ++GL_Extensions;
2378 start = GL_Extensions;
2379 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2381 len = GL_Extensions - start;
2384 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2386 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2388 if (len == strlen(EXTENSION_MAP[i].extension_string)
2389 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2391 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2392 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2398 /* Now work out what GL support this card really has */
2399 #define USE_GL_FUNC(type, pfn, ext, replace) \
2401 DWORD ver = ver_for_ext(ext); \
2402 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2403 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2404 else gl_info->pfn = NULL; \
2409 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2415 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2416 * loading the functions, otherwise the code above will load the extension entry points instead of the
2417 * core functions, which may not work. */
2418 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2420 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2421 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2423 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2424 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2428 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2430 if (gl_info->supported[APPLE_FENCE])
2432 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2433 * The apple extension interacts with some other apple exts. Disable the NV
2434 * extension if the apple one is support to prevent confusion in other parts
2436 gl_info->supported[NV_FENCE] = FALSE;
2438 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2440 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2442 * The enums are the same:
2443 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2444 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2445 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2446 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2447 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2449 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2451 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2452 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2454 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2456 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2457 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2460 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2462 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2463 * functionality. Prefer the ARB extension */
2464 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2466 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2468 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2469 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2471 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2473 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2474 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2476 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2478 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2479 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2481 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2483 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2484 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2486 if (gl_info->supported[NV_TEXTURE_SHADER2])
2488 if (gl_info->supported[NV_REGISTER_COMBINERS])
2490 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2491 * are supported. The nv extensions provide the same functionality as the
2492 * ATI one, and a bit more(signed pixelformats). */
2493 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2497 if (gl_info->supported[NV_REGISTER_COMBINERS])
2499 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2500 gl_info->limits.general_combiners = gl_max;
2501 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2503 if (gl_info->supported[ARB_DRAW_BUFFERS])
2505 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2506 gl_info->limits.buffers = gl_max;
2507 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2509 if (gl_info->supported[ARB_MULTITEXTURE])
2511 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2512 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2513 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2515 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2518 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2519 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2523 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2525 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2527 if (gl_info->supported[ARB_VERTEX_SHADER])
2530 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2531 gl_info->limits.vertex_samplers = tmp;
2532 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2533 gl_info->limits.combined_samplers = tmp;
2535 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2536 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2537 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2538 * shader is used with fixed function vertex processing we're fine too because fixed function
2539 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2540 * used we have to make sure that all vertex sampler setups are valid together with all
2541 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2542 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2543 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2544 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2545 * a fixed function pipeline anymore.
2547 * So this is just a check to check that our assumption holds true. If not, write a warning
2548 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2549 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2550 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2552 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2553 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2554 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2555 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2556 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2558 gl_info->limits.vertex_samplers = 0;
2563 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2565 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2566 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2568 if (gl_info->supported[ARB_VERTEX_BLEND])
2570 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2571 gl_info->limits.blends = gl_max;
2572 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2574 if (gl_info->supported[EXT_TEXTURE3D])
2576 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2577 gl_info->limits.texture3d_size = gl_max;
2578 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2580 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2582 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2583 gl_info->limits.anisotropy = gl_max;
2584 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2586 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2588 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2589 gl_info->limits.arb_ps_float_constants = gl_max;
2590 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2591 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2592 gl_info->limits.arb_ps_native_constants = gl_max;
2593 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2594 gl_info->limits.arb_ps_native_constants);
2595 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2596 gl_info->limits.arb_ps_temps = gl_max;
2597 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2598 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2599 gl_info->limits.arb_ps_instructions = gl_max;
2600 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2601 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2602 gl_info->limits.arb_ps_local_constants = gl_max;
2603 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2605 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2607 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2608 gl_info->limits.arb_vs_float_constants = gl_max;
2609 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2610 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2611 gl_info->limits.arb_vs_native_constants = gl_max;
2612 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2613 gl_info->limits.arb_vs_native_constants);
2614 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2615 gl_info->limits.arb_vs_temps = gl_max;
2616 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2617 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2618 gl_info->limits.arb_vs_instructions = gl_max;
2619 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2621 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2623 if (gl_info->supported[ARB_VERTEX_SHADER])
2625 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2626 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2627 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2629 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2631 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2632 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2633 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2634 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2635 gl_info->limits.glsl_varyings = gl_max;
2636 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2638 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2640 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2641 unsigned int major, minor;
2643 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2645 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2646 sscanf(str, "%u.%u", &major, &minor);
2647 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2649 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2651 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2655 gl_info->limits.shininess = 128.0f;
2657 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2659 /* If we have full NP2 texture support, disable
2660 * GL_ARB_texture_rectangle because we will never use it.
2661 * This saves a few redundant glDisable calls. */
2662 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2664 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2666 /* Disable NV_register_combiners and fragment shader if this is supported.
2667 * generally the NV extensions are preferred over the ATI ones, and this
2668 * extension is disabled if register_combiners and texture_shader2 are both
2669 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2670 * fragment processing support. */
2671 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2672 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2673 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2674 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2676 if (gl_info->supported[NV_HALF_FLOAT])
2678 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2679 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2681 if (gl_info->supported[ARB_POINT_SPRITE])
2683 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2687 gl_info->limits.point_sprite_units = 0;
2689 checkGLcall("extension detection");
2693 adapter->fragment_pipe = select_fragment_implementation(adapter);
2694 adapter->shader_backend = select_shader_backend(adapter);
2695 adapter->blitter = select_blit_implementation(adapter);
2697 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2698 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2699 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2701 /* In some cases the number of texture stages can be larger than the number
2702 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2703 * shaders), but 8 texture stages (register combiners). */
2704 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2706 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2708 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2709 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2710 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2711 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2712 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2713 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2714 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2715 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2716 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2717 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2718 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2719 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2720 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2721 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2722 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2723 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2724 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2725 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2726 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2730 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2732 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2733 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2734 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2735 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2736 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2737 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2738 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2739 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2740 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2741 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2742 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2743 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2744 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2745 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2746 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2747 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2748 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2750 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2752 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2753 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2755 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2757 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2759 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2761 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2765 /* MRTs are currently only supported when FBOs are used. */
2766 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2768 gl_info->limits.buffers = 1;
2771 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2772 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2773 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2775 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2776 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2778 /* If we have an estimate use it, else default to 64MB; */
2780 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2782 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2784 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2785 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2786 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2787 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2788 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2789 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2790 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2791 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2793 /* Make sure there's an active HDC else the WGL extensions will fail */
2794 hdc = pwglGetCurrentDC();
2796 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2797 if(GL_EXTCALL(wglGetExtensionsStringARB))
2798 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2800 if (NULL == WGL_Extensions) {
2801 ERR(" WGL_Extensions returns NULL\n");
2803 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2804 while (*WGL_Extensions != 0x00) {
2808 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2809 Start = WGL_Extensions;
2810 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2814 len = WGL_Extensions - Start;
2815 if (len == 0 || len >= sizeof(ThisExtn))
2818 memcpy(ThisExtn, Start, len);
2819 ThisExtn[len] = '\0';
2820 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2822 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2823 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2824 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2826 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2827 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2828 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2834 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2835 init_driver_info(driver_info, card_vendor, device);
2836 add_gl_compat_wrappers(gl_info);
2841 /**********************************************************
2842 * IWineD3D implementation follows
2843 **********************************************************/
2845 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2846 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2848 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2850 return This->adapter_count;
2853 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2855 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2860 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2861 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2863 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2865 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2869 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2872 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2873 of the same bpp but different resolutions */
2875 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2876 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2878 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2880 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2882 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2886 /* TODO: Store modes per adapter and read it from the adapter structure */
2889 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2890 UINT format_bits = format->byte_count * CHAR_BIT;
2895 memset(&mode, 0, sizeof(mode));
2896 mode.dmSize = sizeof(mode);
2898 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2902 if (format_id == WINED3DFMT_UNKNOWN)
2904 /* This is for D3D8, do not enumerate P8 here */
2905 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2907 else if (mode.dmBitsPerPel == format_bits)
2913 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2916 FIXME_(d3d_caps)("Adapter not primary display\n");
2921 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2922 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2923 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2925 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2927 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2928 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2930 /* Validate the parameters as much as possible */
2931 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2932 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2934 return WINED3DERR_INVALIDCALL;
2937 /* TODO: Store modes per adapter and read it from the adapter structure */
2940 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2941 UINT format_bits = format->byte_count * CHAR_BIT;
2947 ZeroMemory(&DevModeW, sizeof(DevModeW));
2948 DevModeW.dmSize = sizeof(DevModeW);
2950 /* If we are filtering to a specific format (D3D9), then need to skip
2951 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2952 just count through the ones with valid bit depths */
2953 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2955 if (format_id == WINED3DFMT_UNKNOWN)
2957 /* This is for D3D8, do not enumerate P8 here */
2958 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2960 else if (DevModeW.dmBitsPerPel == format_bits)
2968 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2969 return WINED3DERR_INVALIDCALL;
2973 /* Now get the display mode via the calculated index */
2974 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2975 pMode->Width = DevModeW.dmPelsWidth;
2976 pMode->Height = DevModeW.dmPelsHeight;
2977 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2978 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2979 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2981 if (format_id == WINED3DFMT_UNKNOWN)
2982 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2984 pMode->Format = format_id;
2988 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2989 return WINED3DERR_INVALIDCALL;
2992 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2993 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2994 DevModeW.dmBitsPerPel);
2999 FIXME_(d3d_caps)("Adapter not primary display\n");
3005 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
3007 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
3009 if (NULL == pMode ||
3010 Adapter >= IWineD3D_GetAdapterCount(iface)) {
3011 return WINED3DERR_INVALIDCALL;
3014 if (Adapter == 0) { /* Display */
3018 ZeroMemory(&DevModeW, sizeof(DevModeW));
3019 DevModeW.dmSize = sizeof(DevModeW);
3021 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
3022 pMode->Width = DevModeW.dmPelsWidth;
3023 pMode->Height = DevModeW.dmPelsHeight;
3024 bpp = DevModeW.dmBitsPerPel;
3025 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
3026 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
3028 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
3031 pMode->Format = pixelformat_for_depth(bpp);
3033 FIXME_(d3d_caps)("Adapter not primary display\n");
3036 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
3037 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
3041 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3042 and fields being inserted in the middle, a new structure is used in place */
3043 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
3044 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
3045 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3046 struct wined3d_adapter *adapter;
3049 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
3051 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3052 return WINED3DERR_INVALIDCALL;
3055 adapter = &This->adapters[Adapter];
3057 /* Return the information requested */
3058 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3060 if (pIdentifier->driver_size)
3062 const char *name = adapter->driver_info.name;
3063 len = min(strlen(name), pIdentifier->driver_size - 1);
3064 memcpy(pIdentifier->driver, name, len);
3065 pIdentifier->driver[len] = '\0';
3068 if (pIdentifier->description_size)
3070 const char *description = adapter->driver_info.description;
3071 len = min(strlen(description), pIdentifier->description_size - 1);
3072 memcpy(pIdentifier->description, description, len);
3073 pIdentifier->description[len] = '\0';
3076 /* Note that d3d8 doesn't supply a device name. */
3077 if (pIdentifier->device_name_size)
3079 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3081 len = strlen(device_name);
3082 if (len >= pIdentifier->device_name_size)
3084 ERR("Device name size too small.\n");
3085 return WINED3DERR_INVALIDCALL;
3088 memcpy(pIdentifier->device_name, device_name, len);
3089 pIdentifier->device_name[len] = '\0';
3092 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3093 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3094 pIdentifier->vendor_id = adapter->driver_info.vendor;
3095 pIdentifier->device_id = adapter->driver_info.device;
3096 pIdentifier->subsystem_id = 0;
3097 pIdentifier->revision = 0;
3098 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3099 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3100 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3101 pIdentifier->video_memory = adapter->TextureRam;
3106 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3107 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3109 short redSize, greenSize, blueSize, alphaSize, colorBits;
3114 /* Float formats need FBOs. If FBOs are used this function isn't called */
3115 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3117 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3118 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3120 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3124 if(cfg->redSize < redSize)
3127 if(cfg->greenSize < greenSize)
3130 if(cfg->blueSize < blueSize)
3133 if(cfg->alphaSize < alphaSize)
3139 /* Probably a RGBA_float or color index mode */
3143 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3144 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3146 short depthSize, stencilSize;
3147 BOOL lockable = FALSE;
3152 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3154 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3158 /* Float formats need FBOs. If FBOs are used this function isn't called */
3159 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3161 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3164 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3165 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3166 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3167 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3170 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3171 * allow more stencil bits than requested. */
3172 if(cfg->stencilSize < stencilSize)
3178 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3179 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3180 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3182 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3184 const WineD3D_PixelFormat *cfgs;
3185 const struct wined3d_adapter *adapter;
3186 const struct wined3d_format *rt_format;
3187 const struct wined3d_format *ds_format;
3190 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3192 DeviceType, debug_d3ddevicetype(DeviceType),
3193 AdapterFormat, debug_d3dformat(AdapterFormat),
3194 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3195 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3197 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3198 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3199 return WINED3DERR_INVALIDCALL;
3202 adapter = &This->adapters[Adapter];
3203 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3204 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3205 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3207 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3208 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3210 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3216 cfgs = adapter->cfgs;
3217 nCfgs = adapter->nCfgs;
3218 for (it = 0; it < nCfgs; ++it)
3220 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3222 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3224 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3230 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3232 return WINED3DERR_NOTAVAILABLE;
3235 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3236 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3237 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3239 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3240 const struct wined3d_adapter *adapter;
3241 const struct wined3d_format *format;
3243 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3246 DeviceType, debug_d3ddevicetype(DeviceType),
3247 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3252 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3253 return WINED3DERR_INVALIDCALL;
3256 /* TODO: handle Windowed, add more quality levels */
3258 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3259 if(pQualityLevels) *pQualityLevels = 1;
3263 /* By default multisampling is disabled right now as it causes issues
3264 * on some Nvidia driver versions and it doesn't work well in combination
3266 if(!wined3d_settings.allow_multisampling)
3267 return WINED3DERR_NOTAVAILABLE;
3269 adapter = &This->adapters[Adapter];
3270 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3271 if (!format) return WINED3DERR_INVALIDCALL;
3273 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3276 const WineD3D_PixelFormat *cfgs;
3278 cfgs = adapter->cfgs;
3279 nCfgs = adapter->nCfgs;
3280 for(i=0; i<nCfgs; i++) {
3281 if(cfgs[i].numSamples != MultiSampleType)
3284 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3287 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3290 *pQualityLevels = 1; /* Guess at a value! */
3294 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3296 short redSize, greenSize, blueSize, alphaSize, colorBits;
3298 const WineD3D_PixelFormat *cfgs;
3300 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3302 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3303 return WINED3DERR_NOTAVAILABLE;
3306 cfgs = adapter->cfgs;
3307 nCfgs = adapter->nCfgs;
3308 for(i=0; i<nCfgs; i++) {
3309 if(cfgs[i].numSamples != MultiSampleType)
3311 if(cfgs[i].redSize != redSize)
3313 if(cfgs[i].greenSize != greenSize)
3315 if(cfgs[i].blueSize != blueSize)
3317 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3318 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3320 if (cfgs[i].colorSize != (format->byte_count << 3))
3323 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3326 *pQualityLevels = 1; /* Guess at a value! */
3330 return WINED3DERR_NOTAVAILABLE;
3333 /* Check if we support bumpmapping for a format */
3334 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3336 /* Ask the fixed function pipeline implementation if it can deal
3337 * with the conversion. If we've got a GL extension giving native
3338 * support this will be an identity conversion. */
3339 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3340 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3343 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3344 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3345 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3349 /* Only allow depth/stencil formats */
3350 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3352 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3354 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3355 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3359 /* Walk through all WGL pixel formats to find a match */
3360 for (it = 0; it < adapter->nCfgs; ++it)
3362 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3363 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3365 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3376 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3378 /* The flags entry of a format contains the filtering capability */
3379 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3384 /* Check the render target capabilities of a format */
3385 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3386 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3388 /* Filter out non-RT formats */
3389 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3390 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3392 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3394 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3395 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3397 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3398 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3400 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3401 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3402 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3403 TRACE_(d3d_caps)("[FAILED]\n");
3407 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3408 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3409 for (it = 0; it < adapter->nCfgs; ++it)
3411 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3412 &cfgs[it], check_format))
3414 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3415 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3420 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3422 /* For now return TRUE for FBOs until we have some proper checks.
3423 * Note that this function will only be called when the format is around for texturing. */
3429 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3431 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3434 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3436 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3437 * doing the color fixup in shaders.
3438 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3439 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3441 int vs_selected_mode;
3442 int ps_selected_mode;
3443 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3445 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3446 TRACE_(d3d_caps)("[OK]\n");
3451 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3455 /* Check if a format support blending in combination with pixel shaders */
3456 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3457 const struct wined3d_format *format)
3459 /* The flags entry of a format contains the post pixel shader blending capability */
3460 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3465 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3467 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3468 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3469 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3470 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3471 * capability anyway.
3473 * For now lets report this on all formats, but in the future we may want to
3474 * restrict it to some should games need that
3479 /* Check if a texture format is supported on the given adapter */
3480 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3482 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3487 * supported: RGB(A) formats
3489 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3490 case WINED3DFMT_B8G8R8A8_UNORM:
3491 case WINED3DFMT_B8G8R8X8_UNORM:
3492 case WINED3DFMT_B5G6R5_UNORM:
3493 case WINED3DFMT_B5G5R5X1_UNORM:
3494 case WINED3DFMT_B5G5R5A1_UNORM:
3495 case WINED3DFMT_B4G4R4A4_UNORM:
3496 case WINED3DFMT_A8_UNORM:
3497 case WINED3DFMT_B4G4R4X4_UNORM:
3498 case WINED3DFMT_R8G8B8A8_UNORM:
3499 case WINED3DFMT_R8G8B8X8_UNORM:
3500 case WINED3DFMT_B10G10R10A2_UNORM:
3501 case WINED3DFMT_R10G10B10A2_UNORM:
3502 case WINED3DFMT_R16G16_UNORM:
3503 TRACE_(d3d_caps)("[OK]\n");
3506 case WINED3DFMT_B2G3R3_UNORM:
3507 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3511 * Not supported: Palettized
3512 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3513 * Since it is not widely available, don't offer it. Further no Windows driver offers
3514 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3516 case WINED3DFMT_P8_UINT:
3517 case WINED3DFMT_P8_UINT_A8_UNORM:
3521 * Supported: (Alpha)-Luminance
3523 case WINED3DFMT_L8_UNORM:
3524 case WINED3DFMT_L8A8_UNORM:
3525 case WINED3DFMT_L16_UNORM:
3526 TRACE_(d3d_caps)("[OK]\n");
3529 /* Not supported on Windows, thus disabled */
3530 case WINED3DFMT_L4A4_UNORM:
3531 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3535 * Supported: Depth/Stencil formats
3537 case WINED3DFMT_D16_LOCKABLE:
3538 case WINED3DFMT_D16_UNORM:
3539 case WINED3DFMT_S1_UINT_D15_UNORM:
3540 case WINED3DFMT_X8D24_UNORM:
3541 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3542 case WINED3DFMT_D24_UNORM_S8_UINT:
3543 case WINED3DFMT_S8_UINT_D24_FLOAT:
3544 case WINED3DFMT_D32_UNORM:
3545 case WINED3DFMT_D32_FLOAT:
3549 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3550 * GL_NV_texture_shader). Emulated by shaders
3552 case WINED3DFMT_R8G8_SNORM:
3553 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3554 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3555 case WINED3DFMT_R8G8B8A8_SNORM:
3556 case WINED3DFMT_R16G16_SNORM:
3557 /* Ask the shader backend if it can deal with the conversion. If
3558 * we've got a GL extension giving native support this will be an
3559 * identity conversion. */
3560 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3562 TRACE_(d3d_caps)("[OK]\n");
3565 TRACE_(d3d_caps)("[FAILED]\n");
3568 case WINED3DFMT_DXT1:
3569 case WINED3DFMT_DXT2:
3570 case WINED3DFMT_DXT3:
3571 case WINED3DFMT_DXT4:
3572 case WINED3DFMT_DXT5:
3573 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3575 TRACE_(d3d_caps)("[OK]\n");
3578 TRACE_(d3d_caps)("[FAILED]\n");
3583 * Odd formats - not supported
3585 case WINED3DFMT_VERTEXDATA:
3586 case WINED3DFMT_R16_UINT:
3587 case WINED3DFMT_R32_UINT:
3588 case WINED3DFMT_R16G16B16A16_SNORM:
3589 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3590 case WINED3DFMT_R10G11B11_SNORM:
3591 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3595 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3597 case WINED3DFMT_R8G8_SNORM_Cx:
3598 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3602 case WINED3DFMT_UYVY:
3603 case WINED3DFMT_YUY2:
3604 if (gl_info->supported[APPLE_YCBCR_422])
3606 TRACE_(d3d_caps)("[OK]\n");
3609 TRACE_(d3d_caps)("[FAILED]\n");
3611 case WINED3DFMT_YV12:
3612 TRACE_(d3d_caps)("[FAILED]\n");
3616 case WINED3DFMT_R16G16B16A16_UNORM:
3617 case WINED3DFMT_B2G3R3A8_UNORM:
3618 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3621 /* Floating point formats */
3622 case WINED3DFMT_R16_FLOAT:
3623 case WINED3DFMT_R16G16_FLOAT:
3624 case WINED3DFMT_R16G16B16A16_FLOAT:
3625 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3627 TRACE_(d3d_caps)("[OK]\n");
3630 TRACE_(d3d_caps)("[FAILED]\n");
3633 case WINED3DFMT_R32_FLOAT:
3634 case WINED3DFMT_R32G32_FLOAT:
3635 case WINED3DFMT_R32G32B32A32_FLOAT:
3636 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3638 TRACE_(d3d_caps)("[OK]\n");
3641 TRACE_(d3d_caps)("[FAILED]\n");
3644 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3645 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3646 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3647 * We can do instancing with all shader versions, but we need vertex shaders.
3649 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3650 * to enable instancing. WineD3D doesn't need that and just ignores it.
3652 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3654 case WINED3DFMT_INST:
3655 TRACE("ATI Instancing check hack\n");
3656 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3658 TRACE_(d3d_caps)("[OK]\n");
3661 TRACE_(d3d_caps)("[FAILED]\n");
3664 /* Some weird FOURCC formats */
3665 case WINED3DFMT_R8G8_B8G8:
3666 case WINED3DFMT_G8R8_G8B8:
3667 case WINED3DFMT_MULTI2_ARGB8:
3668 TRACE_(d3d_caps)("[FAILED]\n");
3671 /* Vendor specific formats */
3672 case WINED3DFMT_ATI2N:
3673 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3674 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3676 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3677 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3679 TRACE_(d3d_caps)("[OK]\n");
3683 TRACE_(d3d_caps)("[OK]\n");
3686 TRACE_(d3d_caps)("[FAILED]\n");
3689 case WINED3DFMT_NVHU:
3690 case WINED3DFMT_NVHS:
3691 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3692 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3693 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3694 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3695 * Applications have to deal with not having NVHS and NVHU.
3697 TRACE_(d3d_caps)("[FAILED]\n");
3700 case WINED3DFMT_UNKNOWN:
3704 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3710 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3711 const struct wined3d_format *adapter_format,
3712 const struct wined3d_format *check_format,
3713 WINED3DSURFTYPE SurfaceType)
3715 if (SurfaceType == SURFACE_GDI)
3717 switch (check_format->id)
3719 case WINED3DFMT_B8G8R8_UNORM:
3720 case WINED3DFMT_B8G8R8A8_UNORM:
3721 case WINED3DFMT_B8G8R8X8_UNORM:
3722 case WINED3DFMT_B5G6R5_UNORM:
3723 case WINED3DFMT_B5G5R5X1_UNORM:
3724 case WINED3DFMT_B5G5R5A1_UNORM:
3725 case WINED3DFMT_B4G4R4A4_UNORM:
3726 case WINED3DFMT_B2G3R3_UNORM:
3727 case WINED3DFMT_A8_UNORM:
3728 case WINED3DFMT_B2G3R3A8_UNORM:
3729 case WINED3DFMT_B4G4R4X4_UNORM:
3730 case WINED3DFMT_R10G10B10A2_UNORM:
3731 case WINED3DFMT_R8G8B8A8_UNORM:
3732 case WINED3DFMT_R8G8B8X8_UNORM:
3733 case WINED3DFMT_R16G16_UNORM:
3734 case WINED3DFMT_B10G10R10A2_UNORM:
3735 case WINED3DFMT_R16G16B16A16_UNORM:
3736 case WINED3DFMT_P8_UINT:
3737 TRACE_(d3d_caps)("[OK]\n");
3740 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3745 /* All format that are supported for textures are supported for surfaces as well */
3746 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3747 /* All depth stencil formats are supported on surfaces */
3748 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3750 /* If opengl can't process the format natively, the blitter may be able to convert it */
3751 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3752 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3753 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3755 TRACE_(d3d_caps)("[OK]\n");
3759 /* Reject other formats */
3760 TRACE_(d3d_caps)("[FAILED]\n");
3764 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3765 const struct wined3d_format *format)
3767 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3770 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3771 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3772 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3774 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3775 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3776 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3777 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3778 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3779 DWORD UsageCaps = 0;
3781 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3784 DeviceType, debug_d3ddevicetype(DeviceType),
3785 AdapterFormat, debug_d3dformat(AdapterFormat),
3786 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3787 RType, debug_d3dresourcetype(RType),
3788 CheckFormat, debug_d3dformat(CheckFormat));
3790 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3791 return WINED3DERR_INVALIDCALL;
3796 case WINED3DRTYPE_CUBETEXTURE:
3797 /* Cubetexture allows:
3798 * - WINED3DUSAGE_AUTOGENMIPMAP
3799 * - WINED3DUSAGE_DEPTHSTENCIL
3800 * - WINED3DUSAGE_DYNAMIC
3801 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3802 * - WINED3DUSAGE_RENDERTARGET
3803 * - WINED3DUSAGE_SOFTWAREPROCESSING
3804 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3806 if (SurfaceType != SURFACE_OPENGL)
3808 TRACE_(d3d_caps)("[FAILED]\n");
3809 return WINED3DERR_NOTAVAILABLE;
3812 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3814 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3818 if (!CheckTextureCapability(adapter, format))
3820 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3821 return WINED3DERR_NOTAVAILABLE;
3824 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3826 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3827 /* When autogenmipmap isn't around continue and return
3828 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3829 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3831 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3834 /* Always report dynamic locking. */
3835 if (Usage & WINED3DUSAGE_DYNAMIC)
3836 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3838 if (Usage & WINED3DUSAGE_RENDERTARGET)
3840 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3842 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3843 return WINED3DERR_NOTAVAILABLE;
3845 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3848 /* Always report software processing. */
3849 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3850 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3852 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3854 if (!CheckFilterCapability(adapter, format))
3856 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3857 return WINED3DERR_NOTAVAILABLE;
3859 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3862 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3864 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3866 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3867 return WINED3DERR_NOTAVAILABLE;
3869 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3872 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3874 if (!CheckSrgbReadCapability(adapter, format))
3876 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3877 return WINED3DERR_NOTAVAILABLE;
3879 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3882 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3884 if (!CheckSrgbWriteCapability(adapter, format))
3886 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3887 return WINED3DERR_NOTAVAILABLE;
3889 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3892 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3894 if (!CheckVertexTextureCapability(adapter, format))
3896 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3897 return WINED3DERR_NOTAVAILABLE;
3899 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3902 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3904 if (!CheckWrapAndMipCapability(adapter, format))
3906 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3907 return WINED3DERR_NOTAVAILABLE;
3909 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3913 case WINED3DRTYPE_SURFACE:
3915 * - WINED3DUSAGE_DEPTHSTENCIL
3916 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3917 * - WINED3DUSAGE_RENDERTARGET
3919 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3921 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3922 return WINED3DERR_NOTAVAILABLE;
3925 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3927 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3929 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3930 return WINED3DERR_NOTAVAILABLE;
3932 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3935 if (Usage & WINED3DUSAGE_RENDERTARGET)
3937 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3939 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3940 return WINED3DERR_NOTAVAILABLE;
3942 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3945 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3947 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3949 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3950 return WINED3DERR_NOTAVAILABLE;
3952 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3956 case WINED3DRTYPE_TEXTURE:
3958 * - WINED3DUSAGE_AUTOGENMIPMAP
3959 * - WINED3DUSAGE_DEPTHSTENCIL
3960 * - WINED3DUSAGE_DMAP
3961 * - WINED3DUSAGE_DYNAMIC
3962 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3963 * - WINED3DUSAGE_RENDERTARGET
3964 * - WINED3DUSAGE_SOFTWAREPROCESSING
3965 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3966 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3968 if (SurfaceType != SURFACE_OPENGL)
3970 TRACE_(d3d_caps)("[FAILED]\n");
3971 return WINED3DERR_NOTAVAILABLE;
3974 if (!CheckTextureCapability(adapter, format))
3976 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3977 return WINED3DERR_NOTAVAILABLE;
3980 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3982 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3983 /* When autogenmipmap isn't around continue and return
3984 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3985 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3987 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3990 /* Always report dynamic locking. */
3991 if (Usage & WINED3DUSAGE_DYNAMIC)
3992 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3994 if (Usage & WINED3DUSAGE_RENDERTARGET)
3996 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3998 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3999 return WINED3DERR_NOTAVAILABLE;
4001 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
4004 /* Always report software processing. */
4005 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4006 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4008 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4010 if (!CheckFilterCapability(adapter, format))
4012 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4013 return WINED3DERR_NOTAVAILABLE;
4015 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4018 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4020 if (!CheckBumpMapCapability(adapter, format))
4022 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4025 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4028 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4030 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4032 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4033 return WINED3DERR_NOTAVAILABLE;
4035 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4038 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4040 if (!CheckSrgbReadCapability(adapter, format))
4042 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4043 return WINED3DERR_NOTAVAILABLE;
4045 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4048 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4050 if (!CheckSrgbWriteCapability(adapter, format))
4052 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4053 return WINED3DERR_NOTAVAILABLE;
4055 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4058 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4060 if (!CheckVertexTextureCapability(adapter, format))
4062 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4063 return WINED3DERR_NOTAVAILABLE;
4065 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4068 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4070 if (!CheckWrapAndMipCapability(adapter, format))
4072 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4073 return WINED3DERR_NOTAVAILABLE;
4075 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4078 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4080 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4082 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4083 return WINED3DERR_NOTAVAILABLE;
4085 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4087 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4088 return WINED3DERR_NOTAVAILABLE;
4090 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4094 case WINED3DRTYPE_VOLUMETEXTURE:
4095 case WINED3DRTYPE_VOLUME:
4096 /* Volume is to VolumeTexture what Surface is to Texture, but its
4097 * usage caps are not documented. Most driver seem to offer
4098 * (nearly) the same on Volume and VolumeTexture, so do that too.
4100 * Volumetexture allows:
4101 * - D3DUSAGE_DYNAMIC
4102 * - D3DUSAGE_NONSECURE (d3d9ex)
4103 * - D3DUSAGE_SOFTWAREPROCESSING
4104 * - D3DUSAGE_QUERY_WRAPANDMIP
4106 if (SurfaceType != SURFACE_OPENGL)
4108 TRACE_(d3d_caps)("[FAILED]\n");
4109 return WINED3DERR_NOTAVAILABLE;
4112 if (!gl_info->supported[EXT_TEXTURE3D])
4114 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4115 return WINED3DERR_NOTAVAILABLE;
4118 if (!CheckTextureCapability(adapter, format))
4120 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4121 return WINED3DERR_NOTAVAILABLE;
4124 /* Filter formats that need conversion; For one part, this
4125 * conversion is unimplemented, and volume textures are huge, so
4126 * it would be a big performance hit. Unless we hit an application
4127 * needing one of those formats, don't advertize them to avoid
4128 * leading applications into temptation. The windows drivers don't
4129 * support most of those formats on volumes anyway, except for
4130 * WINED3DFMT_R32_FLOAT. */
4131 switch (CheckFormat)
4133 case WINED3DFMT_P8_UINT:
4134 case WINED3DFMT_L4A4_UNORM:
4135 case WINED3DFMT_R32_FLOAT:
4136 case WINED3DFMT_R16_FLOAT:
4137 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4138 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4139 case WINED3DFMT_R16G16_UNORM:
4140 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4141 return WINED3DERR_NOTAVAILABLE;
4143 case WINED3DFMT_R8G8B8A8_SNORM:
4144 case WINED3DFMT_R16G16_SNORM:
4145 if (!gl_info->supported[NV_TEXTURE_SHADER])
4147 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4148 return WINED3DERR_NOTAVAILABLE;
4152 case WINED3DFMT_R8G8_SNORM:
4153 if (!gl_info->supported[NV_TEXTURE_SHADER])
4155 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4156 return WINED3DERR_NOTAVAILABLE;
4160 case WINED3DFMT_DXT1:
4161 case WINED3DFMT_DXT2:
4162 case WINED3DFMT_DXT3:
4163 case WINED3DFMT_DXT4:
4164 case WINED3DFMT_DXT5:
4165 /* The GL_EXT_texture_compression_s3tc spec requires that
4166 * loading an s3tc compressed texture results in an error.
4167 * While the D3D refrast does support s3tc volumes, at
4168 * least the nvidia windows driver does not, so we're free
4169 * not to support this format. */
4170 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4171 return WINED3DERR_NOTAVAILABLE;
4174 /* Do nothing, continue with checking the format below */
4178 /* Always report dynamic locking. */
4179 if (Usage & WINED3DUSAGE_DYNAMIC)
4180 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4182 /* Always report software processing. */
4183 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4184 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4186 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4188 if (!CheckFilterCapability(adapter, format))
4190 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4191 return WINED3DERR_NOTAVAILABLE;
4193 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4196 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4198 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4200 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4201 return WINED3DERR_NOTAVAILABLE;
4203 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4206 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4208 if (!CheckSrgbReadCapability(adapter, format))
4210 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4211 return WINED3DERR_NOTAVAILABLE;
4213 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4216 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4218 if (!CheckSrgbWriteCapability(adapter, format))
4220 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4221 return WINED3DERR_NOTAVAILABLE;
4223 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4226 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4228 if (!CheckVertexTextureCapability(adapter, format))
4230 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4231 return WINED3DERR_NOTAVAILABLE;
4233 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4236 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4238 if (!CheckWrapAndMipCapability(adapter, format))
4240 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4241 return WINED3DERR_NOTAVAILABLE;
4243 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4248 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4249 return WINED3DERR_NOTAVAILABLE;
4252 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4253 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4254 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4255 if (UsageCaps == Usage)
4257 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4258 return WINED3DOK_NOAUTOGEN;
4260 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4261 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4263 return WINED3DERR_NOTAVAILABLE;
4266 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4267 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4269 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4270 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4271 debug_d3dformat(dst_format));
4276 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4277 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4282 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4283 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4284 debug_d3dformat(backbuffer_format), windowed);
4286 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4288 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4289 return WINED3DERR_INVALIDCALL;
4292 /* The task of this function is to check whether a certain display / backbuffer format
4293 * combination is available on the given adapter. In fullscreen mode microsoft specified
4294 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4295 * and display format should match exactly.
4296 * In windowed mode format conversion can occur and this depends on the driver. When format
4297 * conversion is done, this function should nevertheless fail and applications need to use
4298 * CheckDeviceFormatConversion.
4299 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4301 /* There are only 4 display formats. */
4302 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4303 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4304 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4305 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4307 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4308 return WINED3DERR_NOTAVAILABLE;
4311 /* If the requested display format is not available, don't continue. */
4312 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4315 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4316 return WINED3DERR_NOTAVAILABLE;
4319 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4320 * it means 'reuse' the display format for the backbuffer. */
4321 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4323 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4324 return WINED3DERR_NOTAVAILABLE;
4327 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4328 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4329 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4331 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4332 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4333 return WINED3DERR_NOTAVAILABLE;
4336 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4337 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4338 * WINED3DFMT_B5G5R5A1_UNORM. */
4339 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4340 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4342 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4343 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4344 return WINED3DERR_NOTAVAILABLE;
4347 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4348 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4349 * WINED3DFMT_B8G8R8A8_UNORM. */
4350 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4351 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4353 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4354 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4355 return WINED3DERR_NOTAVAILABLE;
4358 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4359 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4360 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4361 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4363 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4364 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4365 return WINED3DERR_NOTAVAILABLE;
4368 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4369 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4370 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4372 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4373 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4378 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4379 subset of a D3DCAPS9 structure. However, it has to come via a void *
4380 as the d3d8 interface cannot import the d3d9 header */
4381 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4383 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4384 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4385 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4386 int vs_selected_mode;
4387 int ps_selected_mode;
4388 struct shader_caps shader_caps;
4389 struct fragment_caps fragment_caps;
4390 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4392 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4394 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4395 return WINED3DERR_INVALIDCALL;
4398 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4400 /* ------------------------------------------------
4401 The following fields apply to both d3d8 and d3d9
4402 ------------------------------------------------ */
4403 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4404 pCaps->AdapterOrdinal = Adapter;
4407 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4408 WINED3DCAPS2_FULLSCREENGAMMA |
4409 WINED3DCAPS2_DYNAMICTEXTURES;
4410 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4412 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4415 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4416 WINED3DCAPS3_COPY_TO_VIDMEM |
4417 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4419 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4420 WINED3DPRESENT_INTERVAL_ONE;
4422 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4423 WINED3DCURSORCAPS_LOWRES;
4425 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4426 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4427 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4428 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4429 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4430 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4431 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4432 WINED3DDEVCAPS_PUREDEVICE |
4433 WINED3DDEVCAPS_HWRASTERIZATION |
4434 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4435 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4436 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4437 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4438 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4439 WINED3DDEVCAPS_RTPATCHES;
4441 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4442 WINED3DPMISCCAPS_CULLCCW |
4443 WINED3DPMISCCAPS_CULLCW |
4444 WINED3DPMISCCAPS_COLORWRITEENABLE |
4445 WINED3DPMISCCAPS_CLIPTLVERTS |
4446 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4447 WINED3DPMISCCAPS_MASKZ |
4448 WINED3DPMISCCAPS_BLENDOP |
4449 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4451 WINED3DPMISCCAPS_NULLREFERENCE
4452 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4453 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4454 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4456 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4457 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4458 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4459 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4461 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4462 WINED3DPRASTERCAPS_PAT |
4463 WINED3DPRASTERCAPS_WFOG |
4464 WINED3DPRASTERCAPS_ZFOG |
4465 WINED3DPRASTERCAPS_FOGVERTEX |
4466 WINED3DPRASTERCAPS_FOGTABLE |
4467 WINED3DPRASTERCAPS_STIPPLE |
4468 WINED3DPRASTERCAPS_SUBPIXEL |
4469 WINED3DPRASTERCAPS_ZTEST |
4470 WINED3DPRASTERCAPS_SCISSORTEST |
4471 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4472 WINED3DPRASTERCAPS_DEPTHBIAS;
4474 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4476 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4477 WINED3DPRASTERCAPS_ZBIAS |
4478 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4480 if (gl_info->supported[NV_FOG_DISTANCE])
4482 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4485 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4486 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4487 WINED3DPRASTERCAPS_ANTIALIASEDGES
4488 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4489 WINED3DPRASTERCAPS_WBUFFER */
4491 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4492 WINED3DPCMPCAPS_EQUAL |
4493 WINED3DPCMPCAPS_GREATER |
4494 WINED3DPCMPCAPS_GREATEREQUAL |
4495 WINED3DPCMPCAPS_LESS |
4496 WINED3DPCMPCAPS_LESSEQUAL |
4497 WINED3DPCMPCAPS_NEVER |
4498 WINED3DPCMPCAPS_NOTEQUAL;
4500 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4501 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4502 WINED3DPBLENDCAPS_DESTALPHA |
4503 WINED3DPBLENDCAPS_DESTCOLOR |
4504 WINED3DPBLENDCAPS_INVDESTALPHA |
4505 WINED3DPBLENDCAPS_INVDESTCOLOR |
4506 WINED3DPBLENDCAPS_INVSRCALPHA |
4507 WINED3DPBLENDCAPS_INVSRCCOLOR |
4508 WINED3DPBLENDCAPS_ONE |
4509 WINED3DPBLENDCAPS_SRCALPHA |
4510 WINED3DPBLENDCAPS_SRCALPHASAT |
4511 WINED3DPBLENDCAPS_SRCCOLOR |
4512 WINED3DPBLENDCAPS_ZERO;
4514 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4515 WINED3DPBLENDCAPS_DESTCOLOR |
4516 WINED3DPBLENDCAPS_INVDESTALPHA |
4517 WINED3DPBLENDCAPS_INVDESTCOLOR |
4518 WINED3DPBLENDCAPS_INVSRCALPHA |
4519 WINED3DPBLENDCAPS_INVSRCCOLOR |
4520 WINED3DPBLENDCAPS_ONE |
4521 WINED3DPBLENDCAPS_SRCALPHA |
4522 WINED3DPBLENDCAPS_SRCCOLOR |
4523 WINED3DPBLENDCAPS_ZERO;
4524 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4525 * according to the glBlendFunc manpage
4527 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4528 * legacy settings for srcblend only
4531 if (gl_info->supported[EXT_BLEND_COLOR])
4533 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4534 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4538 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4539 WINED3DPCMPCAPS_EQUAL |
4540 WINED3DPCMPCAPS_GREATER |
4541 WINED3DPCMPCAPS_GREATEREQUAL |
4542 WINED3DPCMPCAPS_LESS |
4543 WINED3DPCMPCAPS_LESSEQUAL |
4544 WINED3DPCMPCAPS_NEVER |
4545 WINED3DPCMPCAPS_NOTEQUAL;
4547 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4548 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4549 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4550 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4551 WINED3DPSHADECAPS_COLORFLATRGB |
4552 WINED3DPSHADECAPS_FOGFLAT |
4553 WINED3DPSHADECAPS_FOGGOURAUD |
4554 WINED3DPSHADECAPS_SPECULARFLATRGB;
4556 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4557 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4558 WINED3DPTEXTURECAPS_TRANSPARENCY |
4559 WINED3DPTEXTURECAPS_BORDER |
4560 WINED3DPTEXTURECAPS_MIPMAP |
4561 WINED3DPTEXTURECAPS_PROJECTED |
4562 WINED3DPTEXTURECAPS_PERSPECTIVE;
4564 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4566 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4567 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4570 if (gl_info->supported[EXT_TEXTURE3D])
4572 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4573 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4574 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4577 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4579 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4580 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4581 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4585 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4586 WINED3DPTFILTERCAPS_MAGFPOINT |
4587 WINED3DPTFILTERCAPS_MINFLINEAR |
4588 WINED3DPTFILTERCAPS_MINFPOINT |
4589 WINED3DPTFILTERCAPS_MIPFLINEAR |
4590 WINED3DPTFILTERCAPS_MIPFPOINT |
4591 WINED3DPTFILTERCAPS_LINEAR |
4592 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4593 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4594 WINED3DPTFILTERCAPS_MIPLINEAR |
4595 WINED3DPTFILTERCAPS_MIPNEAREST |
4596 WINED3DPTFILTERCAPS_NEAREST;
4598 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4600 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4601 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4604 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4606 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4607 WINED3DPTFILTERCAPS_MAGFPOINT |
4608 WINED3DPTFILTERCAPS_MINFLINEAR |
4609 WINED3DPTFILTERCAPS_MINFPOINT |
4610 WINED3DPTFILTERCAPS_MIPFLINEAR |
4611 WINED3DPTFILTERCAPS_MIPFPOINT |
4612 WINED3DPTFILTERCAPS_LINEAR |
4613 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4614 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4615 WINED3DPTFILTERCAPS_MIPLINEAR |
4616 WINED3DPTFILTERCAPS_MIPNEAREST |
4617 WINED3DPTFILTERCAPS_NEAREST;
4619 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4621 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4622 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4625 pCaps->CubeTextureFilterCaps = 0;
4627 if (gl_info->supported[EXT_TEXTURE3D])
4629 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4630 WINED3DPTFILTERCAPS_MAGFPOINT |
4631 WINED3DPTFILTERCAPS_MINFLINEAR |
4632 WINED3DPTFILTERCAPS_MINFPOINT |
4633 WINED3DPTFILTERCAPS_MIPFLINEAR |
4634 WINED3DPTFILTERCAPS_MIPFPOINT |
4635 WINED3DPTFILTERCAPS_LINEAR |
4636 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4637 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4638 WINED3DPTFILTERCAPS_MIPLINEAR |
4639 WINED3DPTFILTERCAPS_MIPNEAREST |
4640 WINED3DPTFILTERCAPS_NEAREST;
4642 pCaps->VolumeTextureFilterCaps = 0;
4644 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4645 WINED3DPTADDRESSCAPS_CLAMP |
4646 WINED3DPTADDRESSCAPS_WRAP;
4648 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4650 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4652 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4654 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4656 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4658 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4661 if (gl_info->supported[EXT_TEXTURE3D])
4663 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4664 WINED3DPTADDRESSCAPS_CLAMP |
4665 WINED3DPTADDRESSCAPS_WRAP;
4666 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4668 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4670 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4672 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4674 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4676 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4679 pCaps->VolumeTextureAddressCaps = 0;
4681 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4682 WINED3DLINECAPS_ZTEST |
4683 WINED3DLINECAPS_BLEND |
4684 WINED3DLINECAPS_ALPHACMP |
4685 WINED3DLINECAPS_FOG;
4686 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4687 * idea how generating the smoothing alpha values works; the result is different
4690 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4691 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4693 if (gl_info->supported[EXT_TEXTURE3D])
4694 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4696 pCaps->MaxVolumeExtent = 0;
4698 pCaps->MaxTextureRepeat = 32768;
4699 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4700 pCaps->MaxVertexW = 1.0f;
4702 pCaps->GuardBandLeft = 0.0f;
4703 pCaps->GuardBandTop = 0.0f;
4704 pCaps->GuardBandRight = 0.0f;
4705 pCaps->GuardBandBottom = 0.0f;
4707 pCaps->ExtentsAdjust = 0.0f;
4709 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4710 WINED3DSTENCILCAPS_INCRSAT |
4711 WINED3DSTENCILCAPS_INVERT |
4712 WINED3DSTENCILCAPS_KEEP |
4713 WINED3DSTENCILCAPS_REPLACE |
4714 WINED3DSTENCILCAPS_ZERO;
4715 if (gl_info->supported[EXT_STENCIL_WRAP])
4717 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4718 WINED3DSTENCILCAPS_INCR;
4720 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4722 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4725 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4727 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4728 pCaps->MaxActiveLights = gl_info->limits.lights;
4730 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4731 pCaps->MaxVertexBlendMatrixIndex = 0;
4733 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4734 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4737 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4738 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4739 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4740 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4741 WINED3DVTXPCAPS_LOCALVIEWER |
4742 WINED3DVTXPCAPS_VERTEXFOG |
4743 WINED3DVTXPCAPS_TEXGEN;
4745 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4746 pCaps->MaxVertexIndex = 0xFFFFF;
4747 pCaps->MaxStreams = MAX_STREAMS;
4748 pCaps->MaxStreamStride = 1024;
4750 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4751 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4752 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4753 pCaps->MaxNpatchTessellationLevel = 0;
4754 pCaps->MasterAdapterOrdinal = 0;
4755 pCaps->AdapterOrdinalInGroup = 0;
4756 pCaps->NumberOfAdaptersInGroup = 1;
4758 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4760 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4761 WINED3DPTFILTERCAPS_MAGFPOINT |
4762 WINED3DPTFILTERCAPS_MINFLINEAR |
4763 WINED3DPTFILTERCAPS_MAGFLINEAR;
4764 pCaps->VertexTextureFilterCaps = 0;
4766 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4767 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4769 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4770 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4772 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4773 * Ignore shader model capabilities if disabled in config
4775 if(vs_selected_mode == SHADER_NONE) {
4776 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4777 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4778 pCaps->MaxVertexShaderConst = 0;
4780 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4781 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4784 if(ps_selected_mode == SHADER_NONE) {
4785 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4786 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4787 pCaps->PixelShader1xMaxValue = 0.0f;
4789 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4790 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4793 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4794 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4795 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4797 /* The following caps are shader specific, but they are things we cannot detect, or which
4798 * are the same among all shader models. So to avoid code duplication set the shader version
4799 * specific, but otherwise constant caps here
4801 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4802 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4803 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4804 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4805 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4806 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4807 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4809 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4810 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4812 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4814 pCaps->VS20Caps.Caps = 0;
4815 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4816 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4817 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4819 pCaps->MaxVShaderInstructionsExecuted = 65535;
4820 pCaps->MaxVertexShader30InstructionSlots = 0;
4821 } else { /* VS 1.x */
4822 pCaps->VS20Caps.Caps = 0;
4823 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4824 pCaps->VS20Caps.NumTemps = 0;
4825 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4827 pCaps->MaxVShaderInstructionsExecuted = 0;
4828 pCaps->MaxVertexShader30InstructionSlots = 0;
4831 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4832 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4833 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4835 /* 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 */
4836 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4837 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4838 WINED3DPS20CAPS_PREDICATION |
4839 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4840 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4841 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4842 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4843 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4844 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4846 pCaps->MaxPShaderInstructionsExecuted = 65535;
4847 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4848 adapter->gl_info.limits.arb_ps_instructions);
4850 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4852 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4853 pCaps->PS20Caps.Caps = 0;
4854 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4855 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4856 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4857 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4859 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4860 pCaps->MaxPixelShader30InstructionSlots = 0;
4861 } else { /* PS 1.x */
4862 pCaps->PS20Caps.Caps = 0;
4863 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4864 pCaps->PS20Caps.NumTemps = 0;
4865 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4866 pCaps->PS20Caps.NumInstructionSlots = 0;
4868 pCaps->MaxPShaderInstructionsExecuted = 0;
4869 pCaps->MaxPixelShader30InstructionSlots = 0;
4872 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4873 /* OpenGL supports all the formats below, perhaps not always
4874 * without conversion, but it supports them.
4875 * Further GLSL doesn't seem to have an official unsigned type so
4876 * don't advertise it yet as I'm not sure how we handle it.
4877 * We might need to add some clamping in the shader engine to
4879 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4880 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4881 WINED3DDTCAPS_UBYTE4N |
4882 WINED3DDTCAPS_SHORT2N |
4883 WINED3DDTCAPS_SHORT4N;
4884 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4886 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4887 WINED3DDTCAPS_FLOAT16_4;
4890 pCaps->DeclTypes = 0;
4892 /* Set DirectDraw helper Caps */
4893 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4894 WINEDDCKEYCAPS_SRCBLT;
4895 fx_caps = WINEDDFXCAPS_BLTALPHA |
4896 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4897 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4898 WINEDDFXCAPS_BLTROTATION90 |
4899 WINEDDFXCAPS_BLTSHRINKX |
4900 WINEDDFXCAPS_BLTSHRINKXN |
4901 WINEDDFXCAPS_BLTSHRINKY |
4902 WINEDDFXCAPS_BLTSHRINKXN |
4903 WINEDDFXCAPS_BLTSTRETCHX |
4904 WINEDDFXCAPS_BLTSTRETCHXN |
4905 WINEDDFXCAPS_BLTSTRETCHY |
4906 WINEDDFXCAPS_BLTSTRETCHYN;
4907 blit_caps = WINEDDCAPS_BLT |
4908 WINEDDCAPS_BLTCOLORFILL |
4909 WINEDDCAPS_BLTDEPTHFILL |
4910 WINEDDCAPS_BLTSTRETCH |
4911 WINEDDCAPS_CANBLTSYSMEM |
4912 WINEDDCAPS_CANCLIP |
4913 WINEDDCAPS_CANCLIPSTRETCHED |
4914 WINEDDCAPS_COLORKEY |
4915 WINEDDCAPS_COLORKEYHWASSIST |
4916 WINEDDCAPS_ALIGNBOUNDARYSRC;
4917 pal_caps = WINEDDPCAPS_8BIT |
4918 WINEDDPCAPS_PRIMARYSURFACE;
4920 /* Fill the ddraw caps structure */
4921 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4922 WINEDDCAPS_PALETTE |
4924 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4925 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4926 WINEDDCAPS2_PRIMARYGAMMA |
4927 WINEDDCAPS2_WIDESURFACES |
4928 WINEDDCAPS2_CANRENDERWINDOWED;
4929 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4930 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4931 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4932 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4933 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4934 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4935 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4936 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4937 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4938 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4939 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4940 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4942 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4943 WINEDDSCAPS_BACKBUFFER |
4945 WINEDDSCAPS_FRONTBUFFER |
4946 WINEDDSCAPS_OFFSCREENPLAIN |
4947 WINEDDSCAPS_PALETTE |
4948 WINEDDSCAPS_PRIMARYSURFACE |
4949 WINEDDSCAPS_SYSTEMMEMORY |
4950 WINEDDSCAPS_VIDEOMEMORY |
4951 WINEDDSCAPS_VISIBLE;
4952 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4954 /* Set D3D caps if OpenGL is available. */
4955 if (adapter->opengl)
4957 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4958 WINEDDSCAPS_MIPMAP |
4959 WINEDDSCAPS_TEXTURE |
4960 WINEDDSCAPS_ZBUFFER;
4961 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4967 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4968 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4970 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4971 IWineD3DDeviceImpl *object;
4974 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4975 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4977 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4978 * number and create a device without a 3D adapter for 2D only operation. */
4979 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4981 return WINED3DERR_INVALIDCALL;
4984 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4987 ERR("Failed to allocate device memory.\n");
4988 return E_OUTOFMEMORY;
4991 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4994 WARN("Failed to initialize device, hr %#x.\n", hr);
4995 HeapFree(GetProcessHeap(), 0, object);
4999 TRACE("Created device %p.\n", object);
5000 *device = (IWineD3DDevice *)object;
5002 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
5007 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
5009 TRACE("iface %p.\n", iface);
5011 return ((IWineD3DImpl *)iface)->parent;
5014 static void WINE_GLAPI invalid_func(const void *data)
5016 ERR("Invalid vertex attribute function called\n");
5020 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5022 ERR("Invalid texcoord function called\n");
5026 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5027 * the extension detection and are used in drawStridedSlow
5029 static void WINE_GLAPI position_d3dcolor(const void *data)
5031 DWORD pos = *((const DWORD *)data);
5033 FIXME("Add a test for fixed function position from d3dcolor type\n");
5034 glVertex4s(D3DCOLOR_B_R(pos),
5040 static void WINE_GLAPI position_float4(const void *data)
5042 const GLfloat *pos = data;
5044 if (pos[3] != 0.0f && pos[3] != 1.0f)
5046 float w = 1.0f / pos[3];
5048 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5056 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5058 DWORD diffuseColor = *((const DWORD *)data);
5060 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5061 D3DCOLOR_B_G(diffuseColor),
5062 D3DCOLOR_B_B(diffuseColor),
5063 D3DCOLOR_B_A(diffuseColor));
5066 static void WINE_GLAPI specular_d3dcolor(const void *data)
5068 DWORD specularColor = *((const DWORD *)data);
5069 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5070 D3DCOLOR_B_G(specularColor),
5071 D3DCOLOR_B_B(specularColor)};
5073 specular_func_3ubv(d);
5076 static void WINE_GLAPI warn_no_specular_func(const void *data)
5078 WARN("GL_EXT_secondary_color not supported\n");
5081 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5083 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5084 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5085 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5086 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5087 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5088 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5089 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5090 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5091 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5092 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5093 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5094 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5095 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5096 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5097 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5098 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5099 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5101 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5102 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5103 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5104 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5105 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5106 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5107 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5108 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5109 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5110 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5111 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5112 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5113 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5114 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5115 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5116 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5117 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5119 /* No 4 component entry points here */
5120 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5121 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5122 if (gl_info->supported[EXT_SECONDARY_COLOR])
5124 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5128 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5130 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5131 if (gl_info->supported[EXT_SECONDARY_COLOR])
5133 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5134 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5138 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5140 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5141 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5142 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5143 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5144 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5145 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5146 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5147 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5148 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5149 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5150 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5151 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5153 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5154 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5156 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5157 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5158 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5159 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5160 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5161 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5162 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5163 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5164 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5165 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5166 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5167 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5168 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5169 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5170 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5171 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5172 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5174 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5175 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5176 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5177 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5178 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5179 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5180 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5181 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5182 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5183 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5184 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5185 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5186 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5187 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5188 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5189 if (gl_info->supported[NV_HALF_FLOAT])
5191 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5192 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5193 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5195 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5196 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5200 /* Do not call while under the GL lock. */
5201 static BOOL InitAdapters(IWineD3DImpl *This)
5203 static HMODULE mod_gl;
5205 int ps_selected_mode, vs_selected_mode;
5207 /* No need to hold any lock. The calling library makes sure only one thread calls
5208 * wined3d simultaneously
5211 TRACE("Initializing adapters\n");
5214 #ifdef USE_WIN32_OPENGL
5215 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5216 mod_gl = LoadLibraryA("opengl32.dll");
5218 ERR("Can't load opengl32.dll!\n");
5222 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5223 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5224 mod_gl = GetModuleHandleA("gdi32.dll");
5228 /* Load WGL core functions from opengl32.dll */
5229 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5233 if(!pwglGetProcAddress) {
5234 ERR("Unable to load wglGetProcAddress!\n");
5238 /* Dynamically load all GL core functions */
5242 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5243 * otherwise because we have to use winex11.drv's override
5245 #ifdef USE_WIN32_OPENGL
5246 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5247 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5249 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5250 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5253 glEnableWINE = glEnable;
5254 glDisableWINE = glDisable;
5256 /* For now only one default adapter */
5258 struct wined3d_adapter *adapter = &This->adapters[0];
5259 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5260 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5264 WineD3D_PixelFormat *cfgs;
5265 DISPLAY_DEVICEW DisplayDevice;
5268 TRACE("Initializing default adapter\n");
5269 adapter->ordinal = 0;
5270 adapter->monitorPoint.x = -1;
5271 adapter->monitorPoint.y = -1;
5273 if (!AllocateLocallyUniqueId(&adapter->luid))
5275 DWORD err = GetLastError();
5276 ERR("Failed to set adapter LUID (%#x).\n", err);
5279 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5280 adapter->luid.HighPart, adapter->luid.LowPart);
5282 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5284 ERR("Failed to get a gl context for default adapter\n");
5288 ret = IWineD3DImpl_FillGLCaps(adapter);
5290 ERR("Failed to initialize gl caps for default adapter\n");
5291 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5294 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5296 ERR("Failed to init gl formats\n");
5297 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5301 hdc = fake_gl_ctx.dc;
5303 /* Use the VideoRamSize registry setting when set */
5304 if(wined3d_settings.emulated_textureram)
5305 adapter->TextureRam = wined3d_settings.emulated_textureram;
5307 adapter->TextureRam = adapter->gl_info.vidmem;
5308 adapter->UsedTextureRam = 0;
5309 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5311 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5312 DisplayDevice.cb = sizeof(DisplayDevice);
5313 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5314 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5315 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5317 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5324 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5325 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5327 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5328 cfgs = adapter->cfgs;
5329 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5330 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5331 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5332 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5333 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5334 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5335 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5336 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5337 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5338 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5339 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5341 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5343 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5348 /* Cache the pixel format */
5349 cfgs->iPixelFormat = iPixelFormat;
5350 cfgs->redSize = values[0];
5351 cfgs->greenSize = values[1];
5352 cfgs->blueSize = values[2];
5353 cfgs->alphaSize = values[3];
5354 cfgs->colorSize = values[4];
5355 cfgs->depthSize = values[5];
5356 cfgs->stencilSize = values[6];
5357 cfgs->windowDrawable = values[7];
5358 cfgs->iPixelType = values[8];
5359 cfgs->doubleBuffer = values[9];
5360 cfgs->auxBuffers = values[10];
5362 cfgs->numSamples = 0;
5363 /* Check multisample support */
5364 if (gl_info->supported[ARB_MULTISAMPLE])
5366 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5368 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5369 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5370 * value[1] = number of multi sample buffers*/
5372 cfgs->numSamples = value[1];
5376 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5377 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5378 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5379 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5380 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5386 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5387 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5388 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5390 cfgs = adapter->cfgs;
5391 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5393 PIXELFORMATDESCRIPTOR ppfd;
5395 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5399 /* We only want HW acceleration using an OpenGL ICD driver.
5400 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5401 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5403 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5405 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5409 cfgs->iPixelFormat = iPixelFormat;
5410 cfgs->redSize = ppfd.cRedBits;
5411 cfgs->greenSize = ppfd.cGreenBits;
5412 cfgs->blueSize = ppfd.cBlueBits;
5413 cfgs->alphaSize = ppfd.cAlphaBits;
5414 cfgs->colorSize = ppfd.cColorBits;
5415 cfgs->depthSize = ppfd.cDepthBits;
5416 cfgs->stencilSize = ppfd.cStencilBits;
5417 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5418 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5419 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5420 cfgs->auxBuffers = ppfd.cAuxBuffers;
5421 cfgs->numSamples = 0;
5423 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5424 "depth=%d, stencil=%d, windowDrawable=%d\n",
5425 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5426 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5427 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5432 /* 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 */
5435 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5437 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5438 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5443 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5444 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5445 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5446 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5447 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5448 * driver is allowed to consume more bits EXCEPT for stencil bits.
5450 * Mark an adapter with this broken stencil behavior.
5452 adapter->brokenStencil = TRUE;
5453 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5455 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5456 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5457 adapter->brokenStencil = FALSE;
5462 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5464 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5465 fillGLAttribFuncs(&adapter->gl_info);
5466 adapter->opengl = TRUE;
5468 This->adapter_count = 1;
5469 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5474 /* Initialize an adapter for ddraw-only memory counting */
5475 memset(This->adapters, 0, sizeof(This->adapters));
5476 This->adapters[0].ordinal = 0;
5477 This->adapters[0].opengl = FALSE;
5478 This->adapters[0].monitorPoint.x = -1;
5479 This->adapters[0].monitorPoint.y = -1;
5481 This->adapters[0].driver_info.name = "Display";
5482 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5483 if(wined3d_settings.emulated_textureram) {
5484 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5486 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5489 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5491 This->adapter_count = 1;
5495 /**********************************************************
5496 * IWineD3D VTbl follows
5497 **********************************************************/
5499 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5502 IWineD3DImpl_QueryInterface,
5503 IWineD3DImpl_AddRef,
5504 IWineD3DImpl_Release,
5506 IWineD3DImpl_GetParent,
5507 IWineD3DImpl_GetAdapterCount,
5508 IWineD3DImpl_RegisterSoftwareDevice,
5509 IWineD3DImpl_GetAdapterMonitor,
5510 IWineD3DImpl_GetAdapterModeCount,
5511 IWineD3DImpl_EnumAdapterModes,
5512 IWineD3DImpl_GetAdapterDisplayMode,
5513 IWineD3DImpl_GetAdapterIdentifier,
5514 IWineD3DImpl_CheckDeviceMultiSampleType,
5515 IWineD3DImpl_CheckDepthStencilMatch,
5516 IWineD3DImpl_CheckDeviceType,
5517 IWineD3DImpl_CheckDeviceFormat,
5518 IWineD3DImpl_CheckDeviceFormatConversion,
5519 IWineD3DImpl_GetDeviceCaps,
5520 IWineD3DImpl_CreateDevice
5523 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5525 const struct wined3d_parent_ops wined3d_null_parent_ops =
5527 wined3d_null_wined3d_object_destroyed,
5530 /* Do not call while under the GL lock. */
5531 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5533 wined3d->lpVtbl = &IWineD3D_Vtbl;
5534 wined3d->dxVersion = version;
5536 wined3d->parent = parent;
5538 if (!InitAdapters(wined3d))
5540 WARN("Failed to initialize adapters.\n");
5543 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);