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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
34 /* The d3d device ID */
35 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37 /* Extension detection */
39 const char *extension_string;
40 GL_SupportedExt extension;
44 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
45 {"GL_APPLE_fence", APPLE_FENCE, 0 },
46 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
47 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
51 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
52 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
53 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
54 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
55 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
58 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
60 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
61 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
66 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
87 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
88 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
89 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
90 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
91 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
105 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
106 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
107 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
144 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
145 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
146 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
147 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
150 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
157 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
158 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
159 WINED3DDEVTYPE DeviceType);
160 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType);
161 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType);
163 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
165 const struct min_lookup minMipLookup[] =
167 /* NONE POINT LINEAR */
168 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
169 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
170 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
173 const struct min_lookup minMipLookup_noFilter[] =
175 /* NONE POINT LINEAR */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
181 const struct min_lookup minMipLookup_noMip[] =
183 /* NONE POINT LINEAR */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
186 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
189 const GLenum magLookup[] =
191 /* NONE POINT LINEAR */
192 GL_NEAREST, GL_NEAREST, GL_LINEAR,
195 const GLenum magLookup_noFilter[] =
197 /* NONE POINT LINEAR */
198 GL_NEAREST, GL_NEAREST, GL_NEAREST,
201 /* drawStridedSlow attributes */
202 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc specular_func_3ubv;
205 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
207 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
210 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
211 * i.e., there is no GL Context - Get a default rendering context to enable the
212 * function query some info from GL.
215 struct wined3d_fake_gl_ctx
221 HGLRC restore_gl_ctx;
224 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
226 TRACE_(d3d_caps)("Destroying fake GL context.\n");
228 if (!pwglMakeCurrent(NULL, NULL))
230 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
233 if (!pwglDeleteContext(ctx->gl_ctx))
235 DWORD err = GetLastError();
236 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
239 ReleaseDC(ctx->wnd, ctx->dc);
240 DestroyWindow(ctx->wnd);
242 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
244 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
333 struct wined3d_adapter *adapter = D3DDevice->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
382 for (i = 0; i < This->adapter_count; ++i)
384 wined3d_adapter_cleanup(&This->adapters[i]);
386 HeapFree(GetProcessHeap(), 0, This);
392 /* Set the shader type for this device, depending on the given capabilities
393 * and the user preferences in wined3d_settings. */
394 static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
396 if (wined3d_settings.vs_mode == VS_NONE) {
397 *vs_selected = SHADER_NONE;
398 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
399 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
400 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
401 * shaders only on this card. */
402 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
403 *vs_selected = SHADER_ARB;
405 *vs_selected = SHADER_GLSL;
406 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
407 *vs_selected = SHADER_ARB;
409 *vs_selected = SHADER_NONE;
412 if (wined3d_settings.ps_mode == PS_NONE) {
413 *ps_selected = SHADER_NONE;
414 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
415 *ps_selected = SHADER_GLSL;
416 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
417 *ps_selected = SHADER_ARB;
418 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
419 *ps_selected = SHADER_ATI;
421 *ps_selected = SHADER_NONE;
425 /**********************************************************
426 * IWineD3D parts follows
427 **********************************************************/
429 /* GL locking is done by the caller */
430 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
434 const char *testcode =
436 "PARAM C[66] = { program.env[0..65] };\n"
438 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
439 "ARL A0.x, zero.x;\n"
440 "MOV result.position, C[A0.x + 65];\n"
444 GL_EXTCALL(glGenProgramsARB(1, &prog));
446 ERR("Failed to create an ARB offset limit test program\n");
448 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
449 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
450 strlen(testcode), testcode));
451 if(glGetError() != 0) {
452 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
453 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
455 } else TRACE("OpenGL implementation allows offsets > 63\n");
457 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
458 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
459 checkGLcall("ARB vp offset limit test cleanup");
464 static DWORD ver_for_ext(GL_SupportedExt ext)
467 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
468 if(EXTENSION_MAP[i].extension == ext) {
469 return EXTENSION_MAP[i].version;
475 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
476 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
478 if (vendor != VENDOR_ATI) return FALSE;
479 if (device == CARD_ATI_RADEON_9500) return TRUE;
480 if (device == CARD_ATI_RADEON_X700) return TRUE;
481 if (device == CARD_ATI_RADEON_X1600) return TRUE;
485 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
486 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
488 if (vendor == VENDOR_NVIDIA)
490 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
498 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
499 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
501 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
502 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
503 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
505 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
506 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
507 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
508 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
509 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
510 * the chance that other implementations support them is rather small since Win32 QuickTime uses
511 * DirectDraw, not OpenGL. */
512 if (gl_info->supported[APPLE_FENCE]
513 && gl_info->supported[APPLE_CLIENT_STORAGE]
514 && gl_info->supported[APPLE_FLUSH_RENDER]
515 && gl_info->supported[APPLE_YCBCR_422])
525 /* Context activation is done by the caller. */
526 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
528 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
529 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
530 * all the texture. This function detects this bug by its symptom and disables PBOs
533 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
534 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
535 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
536 * read back is compared to the original. If they are equal PBOs are assumed to work,
537 * otherwise the PBO extension is disabled. */
539 static const unsigned int pattern[] =
541 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
542 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
543 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
544 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
546 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
548 /* No PBO -> No point in testing them. */
549 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
553 while (glGetError());
554 glGenTextures(1, &texture);
555 glBindTexture(GL_TEXTURE_2D, texture);
557 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
558 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
559 checkGLcall("Specifying the PBO test texture");
561 GL_EXTCALL(glGenBuffersARB(1, &pbo));
562 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
563 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
564 checkGLcall("Specifying the PBO test pbo");
566 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
567 checkGLcall("Loading the PBO test texture");
569 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
570 wglFinish(); /* just to be sure */
572 memset(check, 0, sizeof(check));
573 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
574 checkGLcall("Reading back the PBO test texture");
576 glDeleteTextures(1, &texture);
577 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
578 checkGLcall("PBO test cleanup");
582 if (memcmp(check, pattern, sizeof(check)))
584 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
585 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
586 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
590 TRACE_(d3d_caps)("PBO test successful.\n");
594 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
595 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
597 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
600 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
601 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
603 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
604 if (vendor != VENDOR_ATI) return FALSE;
605 if (device == CARD_ATI_RADEON_X1600) return FALSE;
609 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
610 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
612 if (vendor != VENDOR_ATI) return FALSE;
613 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
614 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
618 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
621 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
622 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
623 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
624 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
627 * dx10 cards usually have 64 varyings */
628 return gl_info->max_glsl_varyings > 44;
631 /* A GL context is provided by the caller */
632 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
633 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
638 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
642 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
643 error = glGetError();
646 if(error == GL_NO_ERROR)
648 TRACE("GL Implementation accepts 4 component specular color pointers\n");
653 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
654 debug_glerror(error));
659 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
660 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
662 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
663 return GL_SUPPORT(NV_TEXTURE_SHADER);
666 /* A GL context is provided by the caller */
667 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
668 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
673 const char *testcode =
675 "OPTION NV_vertex_program2;\n"
676 "MOV result.clip[0], 0.0;\n"
677 "MOV result.position, 0.0;\n"
680 if(!GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) return FALSE;
685 GL_EXTCALL(glGenProgramsARB(1, &prog));
688 ERR("Failed to create the NVvp clip test program\n");
692 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
693 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
694 strlen(testcode), testcode));
695 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
698 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
699 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
703 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
705 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
706 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
707 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
713 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
715 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->max_vs_arb_native_constants);
716 gl_info->max_vs_glsl_constantsF = gl_info->max_vs_arb_native_constants;
717 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->max_ps_arb_native_constants);
718 gl_info->max_ps_glsl_constantsF = gl_info->max_ps_arb_native_constants;
721 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
723 quirk_arb_constants(gl_info);
724 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
725 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
726 * allow 48 different offsets or other helper immediate values. */
727 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
728 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
731 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
732 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
733 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
734 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
735 * most games, but avoids the crash
737 * A more sophisticated way would be to find all units that need texture coordinates and enable
738 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
739 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
741 * Note that disabling the extension entirely does not gain predictability because there is no point
742 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
743 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
745 if (gl_info->supported[ARB_POINT_SPRITE])
747 TRACE("Limiting point sprites to one texture unit.\n");
748 gl_info->max_point_sprite_units = 1;
752 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
754 quirk_arb_constants(gl_info);
756 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
757 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
758 * If real NP2 textures are used, the driver falls back to software. We could just remove the
759 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
760 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
761 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
762 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
764 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
765 * has this extension promoted to core. The extension loading code sets this extension supported
766 * due to that, so this code works on fglrx as well. */
767 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
769 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
770 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
771 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
774 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
775 * it is generally more efficient. Reserve just 8 constants. */
776 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
777 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
780 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
782 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
783 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
784 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
785 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
786 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
787 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
789 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
790 * triggering the software fallback. There is not much we can do here apart from disabling the
791 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
792 * in IWineD3DImpl_FillGLCaps).
793 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
794 * post-processing effects in the game "Max Payne 2").
795 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
796 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
797 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
798 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
801 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
803 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
804 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
805 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
806 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
807 * according to the spec.
809 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
810 * makes the shader slower and eats instruction slots which should be available to the d3d app.
812 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
813 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
814 * this workaround is activated on cards that do not need it, it won't break things, just affect
815 * performance negatively. */
816 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
817 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
820 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
822 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
825 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
827 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
830 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
832 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
833 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
834 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
837 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
839 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
844 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
845 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
846 void (*apply)(struct wined3d_gl_info *gl_info);
847 const char *description;
850 static const struct driver_quirk quirk_table[] =
853 match_ati_r300_to_500,
855 "ATI GLSL constant and normalized texrect quirk"
857 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
858 * used it falls back to software. While the compiler can detect if the shader uses all declared
859 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
860 * using relative addressing falls back to software.
862 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
865 quirk_apple_glsl_constants,
866 "Apple GLSL uniform override"
871 "Geforce 5 NP2 disable"
876 "Init texcoord .w for Apple Intel GPU driver"
879 match_apple_nonr500ati,
881 "Init texcoord .w for Apple ATI >= r600 GPU driver"
885 quirk_one_point_sprite,
886 "Fglrx point sprite crash workaround"
891 "Reserved varying for gl_ClipPos"
894 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
895 * GL implementations accept it. The Mac GL is the only implementation known to
898 * If we can pass 4 component specular colors, do it, because (a) we don't have
899 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
900 * passes specular alpha to the pixel shader if any is used. Otherwise the
901 * specular alpha is used to pass the fog coordinate, which we pass to opengl
902 * via GL_EXT_fog_coord.
904 match_allows_spec_alpha,
905 quirk_allows_specular_alpha,
906 "Allow specular alpha quirk"
909 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
914 "Apple NV_texture_shader disable"
917 match_broken_nv_clip,
918 quirk_disable_nvvp_clip,
919 "Apple NV_vertex_program clip bug quirk"
923 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
924 * reporting a driver version is moot because we are not the Windows driver, and we have different
925 * bugs, features, etc.
927 * If a card is not found in this table, the GL driver version is reported. */
928 struct driver_version_information
930 WORD vendor; /* reported PCI card vendor ID */
931 WORD card; /* reported PCI card device ID */
932 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
933 WORD hipart_hi, hipart_lo; /* driver hiword to report */
934 WORD lopart_hi, lopart_lo; /* driver loword to report */
937 static const struct driver_version_information driver_version_table[] =
939 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
940 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
941 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
942 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
944 * All version numbers used below are from the Linux nvidia drivers. */
945 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
963 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
964 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
965 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
976 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
977 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
978 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
979 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
980 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
981 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
982 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
983 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
984 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
985 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
986 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
988 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
991 static void init_driver_info(struct wined3d_driver_info *driver_info,
992 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
996 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
998 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
999 vendor = wined3d_settings.pci_vendor_id;
1001 driver_info->vendor = vendor;
1003 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1005 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1006 device = wined3d_settings.pci_device_id;
1008 driver_info->device = device;
1013 driver_info->name = "ati2dvag.dll";
1017 driver_info->name = "nv4_disp.dll";
1021 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1022 driver_info->name = "Display";
1026 driver_info->description = "Direct3D HAL";
1027 driver_info->version_high = MAKEDWORD_VERSION(7, 1);
1028 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1030 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1032 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1034 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1036 driver_info->description = driver_version_table[i].description;
1037 driver_info->version_high = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
1038 driver_version_table[i].hipart_lo);
1039 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1040 driver_version_table[i].lopart_lo);
1045 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1046 driver_info->version_high, driver_info->version_low);
1049 /* Context activation is done by the caller. */
1050 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1051 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1055 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1057 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1058 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1059 quirk_table[i].apply(gl_info);
1062 /* Find out if PBOs work as they are supposed to. */
1063 test_pbo_functionality(gl_info);
1066 static DWORD wined3d_parse_gl_version(const char *gl_version)
1068 const char *ptr = gl_version;
1072 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1074 while (isdigit(*ptr)) ++ptr;
1075 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1079 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1081 return MAKEDWORD_VERSION(major, minor);
1084 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1086 if (strstr(gl_vendor, "NVIDIA"))
1087 return VENDOR_NVIDIA;
1089 if (strstr(gl_vendor, "ATI"))
1092 if (strstr(gl_vendor, "Intel(R)")
1093 || strstr(gl_renderer, "Intel(R)")
1094 || strstr(gl_vendor, "Intel Inc."))
1095 return VENDOR_INTEL;
1097 if (strstr(gl_vendor, "Mesa")
1098 || strstr(gl_vendor, "DRI R300 Project")
1099 || strstr(gl_vendor, "Tungsten Graphics, Inc"))
1102 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1107 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1108 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1110 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1111 * different GPUs with roughly the same features. In most cases GPUs from a
1112 * certain family differ in clockspeeds, the amount of video memory and the
1113 * number of shader pipelines.
1115 * A Direct3D device object contains the PCI id (vendor + device) of the
1116 * videocard which is used for rendering. Various applications use this
1117 * information to get a rough estimation of the features of the card and
1118 * some might use it for enabling 3d effects only on certain types of
1119 * videocards. In some cases games might even use it to work around bugs
1120 * which happen on certain videocards/driver combinations. The problem is
1121 * that OpenGL only exposes a rendering string containing the name of the
1122 * videocard and not the PCI id.
1124 * Various games depend on the PCI id, so somehow we need to provide one.
1125 * A simple option is to parse the renderer string and translate this to
1126 * the right PCI id. This is a lot of work because there are more than 200
1127 * GPUs just for Nvidia. Various cards share the same renderer string, so
1128 * the amount of code might be 'small' but there are quite a number of
1129 * exceptions which would make this a pain to maintain. Another way would
1130 * be to query the PCI id from the operating system (assuming this is the
1131 * videocard which is used for rendering which is not always the case).
1132 * This would work but it is not very portable. Second it would not work
1133 * well in, let's say, a remote X situation in which the amount of 3d
1134 * features which can be used is limited.
1136 * As said most games only use the PCI id to get an indication of the
1137 * capabilities of the card. It doesn't really matter if the given id is
1138 * the correct one if we return the id of a card with similar 3d features.
1140 * The code below checks the OpenGL capabilities of a videocard and matches
1141 * that to a certain level of Direct3D functionality. Once a card passes
1142 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1143 * least a GeforceFX. To give a better estimate we do a basic check on the
1144 * renderer string but if that won't pass we return a default card. This
1145 * way is better than maintaining a full card database as even without a
1146 * full database we can return a card with similar features. Second the
1147 * size of the database can be made quite small because when you know what
1148 * type of 3d functionality a card has, you know to which GPU family the
1149 * GPU must belong. Because of this you only have to check a small part of
1150 * the renderer string to distinguishes between different models from that
1153 * The code also selects a default amount of video memory which we will
1154 * use for an estimation of the amount of free texture memory. In case of
1155 * real D3D the amount of texture memory includes video memory and system
1156 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1157 * HyperMemory). We don't know how much system memory can be addressed by
1158 * the system but we can make a reasonable estimation about the amount of
1159 * video memory. If the value is slightly wrong it doesn't matter as we
1160 * didn't include AGP-like memory which makes the amount of addressable
1161 * memory higher and second OpenGL isn't that critical it moves to system
1162 * memory behind our backs if really needed. Note that the amount of video
1163 * memory can be overruled using a registry setting. */
1168 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1169 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1171 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1173 /* Geforce 200 - highend */
1174 if (strstr(gl_renderer, "GTX 280")
1175 || strstr(gl_renderer, "GTX 285")
1176 || strstr(gl_renderer, "GTX 295"))
1179 return CARD_NVIDIA_GEFORCE_GTX280;
1182 /* Geforce 200 - midend high */
1183 if (strstr(gl_renderer, "GTX 275"))
1186 return CARD_NVIDIA_GEFORCE_GTX275;
1189 /* Geforce 200 - midend */
1190 if (strstr(gl_renderer, "GTX 260"))
1193 return CARD_NVIDIA_GEFORCE_GTX260;
1196 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1197 if (strstr(gl_renderer, "9800")
1198 || strstr(gl_renderer, "GTS 150")
1199 || strstr(gl_renderer, "GTS 250"))
1202 return CARD_NVIDIA_GEFORCE_9800GT;
1205 /* Geforce9 - midend */
1206 if (strstr(gl_renderer, "9600"))
1208 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1209 return CARD_NVIDIA_GEFORCE_9600GT;
1212 /* Geforce9 - midend low / Geforce 200 - low */
1213 if (strstr(gl_renderer, "9500")
1214 || strstr(gl_renderer, "GT 120")
1215 || strstr(gl_renderer, "GT 130"))
1217 *vidmem = 256; /* The 9500GT has 256-1024MB */
1218 return CARD_NVIDIA_GEFORCE_9500GT;
1221 /* Geforce9 - lowend */
1222 if (strstr(gl_renderer, "9400"))
1224 *vidmem = 256; /* The 9400GT has 256-1024MB */
1225 return CARD_NVIDIA_GEFORCE_9400GT;
1228 /* Geforce9 - lowend low */
1229 if (strstr(gl_renderer, "9100")
1230 || strstr(gl_renderer, "9200")
1231 || strstr(gl_renderer, "9300")
1232 || strstr(gl_renderer, "G 100"))
1234 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1235 return CARD_NVIDIA_GEFORCE_9200;
1238 /* Geforce8 - highend */
1239 if (strstr(gl_renderer, "8800"))
1241 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1242 return CARD_NVIDIA_GEFORCE_8800GTS;
1245 /* Geforce8 - midend mobile */
1246 if (strstr(gl_renderer, "8600 M"))
1249 return CARD_NVIDIA_GEFORCE_8600MGT;
1252 /* Geforce8 - midend */
1253 if (strstr(gl_renderer, "8600")
1254 || strstr(gl_renderer, "8700"))
1257 return CARD_NVIDIA_GEFORCE_8600GT;
1260 /* Geforce8 - lowend */
1261 if (strstr(gl_renderer, "8300")
1262 || strstr(gl_renderer, "8400")
1263 || strstr(gl_renderer, "8500"))
1265 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1266 return CARD_NVIDIA_GEFORCE_8300GS;
1269 /* Geforce7 - highend */
1270 if (strstr(gl_renderer, "7800")
1271 || strstr(gl_renderer, "7900")
1272 || strstr(gl_renderer, "7950")
1273 || strstr(gl_renderer, "Quadro FX 4")
1274 || strstr(gl_renderer, "Quadro FX 5"))
1276 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1277 return CARD_NVIDIA_GEFORCE_7800GT;
1280 /* Geforce7 midend */
1281 if (strstr(gl_renderer, "7600")
1282 || strstr(gl_renderer, "7700"))
1284 *vidmem = 256; /* The 7600 uses 256-512MB */
1285 return CARD_NVIDIA_GEFORCE_7600;
1288 /* Geforce7 lower medium */
1289 if (strstr(gl_renderer, "7400"))
1291 *vidmem = 256; /* The 7400 uses 256-512MB */
1292 return CARD_NVIDIA_GEFORCE_7400;
1295 /* Geforce7 lowend */
1296 if (strstr(gl_renderer, "7300"))
1298 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1299 return CARD_NVIDIA_GEFORCE_7300;
1302 /* Geforce6 highend */
1303 if (strstr(gl_renderer, "6800"))
1305 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1306 return CARD_NVIDIA_GEFORCE_6800;
1309 /* Geforce6 - midend */
1310 if (strstr(gl_renderer, "6600")
1311 || strstr(gl_renderer, "6610")
1312 || strstr(gl_renderer, "6700"))
1314 *vidmem = 128; /* A 6600GT has 128-256MB */
1315 return CARD_NVIDIA_GEFORCE_6600GT;
1318 /* Geforce6/7 lowend */
1320 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1323 if (WINE_D3D9_CAPABLE(gl_info))
1325 /* GeforceFX - highend */
1326 if (strstr(gl_renderer, "5800")
1327 || strstr(gl_renderer, "5900")
1328 || strstr(gl_renderer, "5950")
1329 || strstr(gl_renderer, "Quadro FX"))
1331 *vidmem = 256; /* 5800-5900 cards use 256MB */
1332 return CARD_NVIDIA_GEFORCEFX_5800;
1335 /* GeforceFX - midend */
1336 if (strstr(gl_renderer, "5600")
1337 || strstr(gl_renderer, "5650")
1338 || strstr(gl_renderer, "5700")
1339 || strstr(gl_renderer, "5750"))
1341 *vidmem = 128; /* A 5600 uses 128-256MB */
1342 return CARD_NVIDIA_GEFORCEFX_5600;
1345 /* GeforceFX - lowend */
1346 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1347 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1350 if (WINE_D3D8_CAPABLE(gl_info))
1352 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1354 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1355 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1358 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1359 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1362 if (WINE_D3D7_CAPABLE(gl_info))
1364 if (strstr(gl_renderer, "GeForce4 MX"))
1366 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1367 * early models had 32MB but most have 64MB or even 128MB. */
1369 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1372 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1374 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1375 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1378 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1380 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1381 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1384 /* Most Geforce1 cards have 32MB, there are also some rare 16
1385 * and 64MB (Dell) models. */
1387 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1390 if (strstr(gl_renderer, "TNT2"))
1392 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1393 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1396 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1397 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1400 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1402 * Beware: renderer string do not match exact card model,
1403 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1404 if (WINE_D3D9_CAPABLE(gl_info))
1406 /* Radeon R7xx HD4800 - highend */
1407 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1408 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1409 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1410 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1411 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1413 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1414 return CARD_ATI_RADEON_HD4800;
1417 /* Radeon R740 HD4700 - midend */
1418 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1419 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1422 return CARD_ATI_RADEON_HD4700;
1425 /* Radeon R730 HD4600 - midend */
1426 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1427 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1428 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1431 return CARD_ATI_RADEON_HD4600;
1434 /* Radeon R710 HD4500/HD4350 - lowend */
1435 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1436 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1439 return CARD_ATI_RADEON_HD4350;
1442 /* Radeon R6xx HD2900/HD3800 - highend */
1443 if (strstr(gl_renderer, "HD 2900")
1444 || strstr(gl_renderer, "HD 3870")
1445 || strstr(gl_renderer, "HD 3850"))
1447 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1448 return CARD_ATI_RADEON_HD2900;
1451 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1452 if (strstr(gl_renderer, "HD 2600")
1453 || strstr(gl_renderer, "HD 3830")
1454 || strstr(gl_renderer, "HD 3690")
1455 || strstr(gl_renderer, "HD 3650"))
1457 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1458 return CARD_ATI_RADEON_HD2600;
1461 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1462 if (strstr(gl_renderer, "HD 2300")
1463 || strstr(gl_renderer, "HD 2400")
1464 || strstr(gl_renderer, "HD 3470")
1465 || strstr(gl_renderer, "HD 3450")
1466 || strstr(gl_renderer, "HD 3430")
1467 || strstr(gl_renderer, "HD 3400"))
1469 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1470 return CARD_ATI_RADEON_HD2300;
1473 /* Radeon R6xx/R7xx integrated */
1474 if (strstr(gl_renderer, "HD 3100")
1475 || strstr(gl_renderer, "HD 3200")
1476 || strstr(gl_renderer, "HD 3300"))
1478 *vidmem = 128; /* 128MB */
1479 return CARD_ATI_RADEON_HD3200;
1483 if (strstr(gl_renderer, "X1600")
1484 || strstr(gl_renderer, "X1650")
1485 || strstr(gl_renderer, "X1800")
1486 || strstr(gl_renderer, "X1900")
1487 || strstr(gl_renderer, "X1950"))
1489 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1490 return CARD_ATI_RADEON_X1600;
1493 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1494 if (strstr(gl_renderer, "X700")
1495 || strstr(gl_renderer, "X800")
1496 || strstr(gl_renderer, "X850")
1497 || strstr(gl_renderer, "X1300")
1498 || strstr(gl_renderer, "X1400")
1499 || strstr(gl_renderer, "X1450")
1500 || strstr(gl_renderer, "X1550"))
1502 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1503 return CARD_ATI_RADEON_X700;
1506 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1507 if (strstr(gl_renderer, "Radeon Xpress"))
1509 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1510 return CARD_ATI_RADEON_XPRESS_200M;
1514 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1515 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1518 if (WINE_D3D8_CAPABLE(gl_info))
1520 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1521 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1524 if (WINE_D3D7_CAPABLE(gl_info))
1526 *vidmem = 32; /* There are models with up to 64MB */
1527 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1530 *vidmem = 16; /* There are 16-32MB models */
1531 return CARD_ATI_RAGE_128PRO;
1534 if (strstr(gl_renderer, "X3100"))
1536 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1538 return CARD_INTEL_X3100;
1541 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1543 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1545 return CARD_INTEL_I945GM;
1548 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1549 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1550 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1551 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1552 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1553 return CARD_INTEL_I915G;
1558 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1559 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1560 * them a good generic choice. */
1561 *vendor = VENDOR_NVIDIA;
1562 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1563 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1564 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1565 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1566 return CARD_NVIDIA_RIVA_128;
1570 /* Context activation is done by the caller. */
1571 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, struct wined3d_gl_info *gl_info)
1573 const char *GL_Extensions = NULL;
1574 const char *WGL_Extensions = NULL;
1575 const char *gl_string = NULL;
1576 enum wined3d_pci_vendor vendor;
1577 enum wined3d_pci_device device;
1579 GLfloat gl_floatv[2];
1582 unsigned int vidmem=0;
1587 TRACE_(d3d_caps)("(%p)\n", gl_info);
1591 gl_string = (const char *)glGetString(GL_RENDERER);
1592 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1596 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1600 len = strlen(gl_string) + 1;
1601 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1605 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1608 memcpy(gl_renderer, gl_string, len);
1610 gl_string = (const char *)glGetString(GL_VENDOR);
1611 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1615 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1616 HeapFree(GetProcessHeap(), 0, gl_renderer);
1619 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1620 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1622 /* Parse the GL_VERSION field into major and minor information */
1623 gl_string = (const char *)glGetString(GL_VERSION);
1624 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1628 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1629 HeapFree(GetProcessHeap(), 0, gl_renderer);
1632 gl_version = wined3d_parse_gl_version(gl_string);
1635 * Initialize openGL extension related variables
1636 * with Default values
1638 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1639 gl_info->max_buffers = 1;
1640 gl_info->max_textures = 1;
1641 gl_info->max_texture_stages = 1;
1642 gl_info->max_fragment_samplers = 1;
1643 gl_info->max_vertex_samplers = 0;
1644 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1645 gl_info->max_sampler_stages = 1;
1646 gl_info->max_ps_arb_temps = 0;
1647 gl_info->max_ps_arb_instructions = 0;
1648 gl_info->max_vs_arb_temps = 0;
1649 gl_info->max_vs_arb_instructions = 0;
1650 gl_info->max_vs_glsl_constantsF = 0;
1651 gl_info->max_ps_glsl_constantsF = 0;
1652 gl_info->max_vs_arb_constantsF = 0;
1653 gl_info->max_ps_arb_constantsF = 0;
1654 gl_info->max_vs_arb_native_constants = 0;
1655 gl_info->max_ps_arb_local_constants = 0;
1657 /* Retrieve opengl defaults */
1658 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1659 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1660 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1662 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1663 gl_info->max_lights = gl_max;
1664 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1666 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1667 gl_info->max_texture_size = gl_max;
1668 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1670 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1671 gl_info->max_pointsizemin = gl_floatv[0];
1672 gl_info->max_pointsize = gl_floatv[1];
1673 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1675 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1676 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1680 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1681 HeapFree(GetProcessHeap(), 0, gl_renderer);
1687 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1689 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1691 while (*GL_Extensions)
1694 char current_ext[256];
1696 while (isspace(*GL_Extensions)) ++GL_Extensions;
1697 start = GL_Extensions;
1698 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1700 len = GL_Extensions - start;
1701 if (!len || len >= sizeof(current_ext)) continue;
1703 memcpy(current_ext, start, len);
1704 current_ext[len] = '\0';
1705 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1707 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1709 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1711 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1712 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1718 /* Now work out what GL support this card really has */
1719 #define USE_GL_FUNC(type, pfn, ext, replace) \
1721 DWORD ver = ver_for_ext(ext); \
1722 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1723 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1724 else gl_info->pfn = NULL; \
1729 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1735 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1736 * loading the functions, otherwise the code above will load the extension entry points instead of the
1737 * core functions, which may not work. */
1738 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1740 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1741 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1743 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1744 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1748 if (gl_info->supported[APPLE_FENCE])
1750 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1751 * The apple extension interacts with some other apple exts. Disable the NV
1752 * extension if the apple one is support to prevent confusion in other parts
1754 gl_info->supported[NV_FENCE] = FALSE;
1756 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1758 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1760 * The enums are the same:
1761 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1762 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1763 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1764 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1765 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1767 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1769 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1770 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1772 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1774 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1775 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1778 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1780 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1781 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1783 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1785 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1786 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1788 if (gl_info->supported[NV_TEXTURE_SHADER2])
1790 if (gl_info->supported[NV_REGISTER_COMBINERS])
1792 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1793 * are supported. The nv extensions provide the same functionality as the
1794 * ATI one, and a bit more(signed pixelformats). */
1795 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1798 if (gl_info->supported[ARB_DRAW_BUFFERS])
1800 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1801 gl_info->max_buffers = gl_max;
1802 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1804 if (gl_info->supported[ARB_MULTITEXTURE])
1806 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1807 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1808 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1810 if (gl_info->supported[NV_REGISTER_COMBINERS])
1813 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1814 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1818 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1820 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1822 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1825 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1826 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1830 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1832 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1834 if (gl_info->supported[ARB_VERTEX_SHADER])
1837 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1838 gl_info->max_vertex_samplers = tmp;
1839 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1840 gl_info->max_combined_samplers = tmp;
1842 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1843 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1844 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1845 * shader is used with fixed function vertex processing we're fine too because fixed function
1846 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1847 * used we have to make sure that all vertex sampler setups are valid together with all
1848 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1849 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1850 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1851 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1852 * a fixed function pipeline anymore.
1854 * So this is just a check to check that our assumption holds true. If not, write a warning
1855 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1856 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1857 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1859 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1860 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1861 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1862 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1863 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1865 gl_info->max_vertex_samplers = 0;
1870 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1872 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1873 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1875 if (gl_info->supported[ARB_VERTEX_BLEND])
1877 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1878 gl_info->max_blends = gl_max;
1879 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1881 if (gl_info->supported[EXT_TEXTURE3D])
1883 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1884 gl_info->max_texture3d_size = gl_max;
1885 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1887 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1889 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1890 gl_info->max_anisotropy = gl_max;
1891 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1893 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1895 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1896 gl_info->max_ps_arb_constantsF = gl_max;
1897 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->max_ps_arb_constantsF);
1898 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1899 gl_info->max_ps_arb_native_constants = gl_max;
1900 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n", gl_info->max_ps_arb_native_constants);
1901 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1902 gl_info->max_ps_arb_temps = gl_max;
1903 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->max_ps_arb_temps);
1904 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1905 gl_info->max_ps_arb_instructions = gl_max;
1906 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->max_ps_arb_instructions);
1907 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1908 gl_info->max_ps_arb_local_constants = gl_max;
1909 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->max_ps_arb_instructions);
1911 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1913 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1914 gl_info->max_vs_arb_constantsF = gl_max;
1915 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->max_vs_arb_constantsF);
1916 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1917 gl_info->max_vs_arb_native_constants = gl_max;
1918 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n", gl_info->max_vs_arb_native_constants);
1919 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1920 gl_info->max_vs_arb_temps = gl_max;
1921 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->max_vs_arb_temps);
1922 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1923 gl_info->max_vs_arb_instructions = gl_max;
1924 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->max_vs_arb_instructions);
1926 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1928 if (gl_info->supported[ARB_VERTEX_SHADER])
1930 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1931 gl_info->max_vs_glsl_constantsF = gl_max / 4;
1932 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->max_vs_glsl_constantsF);
1934 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1936 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1937 gl_info->max_ps_glsl_constantsF = gl_max / 4;
1938 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->max_ps_glsl_constantsF);
1939 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1940 gl_info->max_glsl_varyings = gl_max;
1941 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1943 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1945 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1949 gl_info->max_shininess = 128.0f;
1951 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1953 /* If we have full NP2 texture support, disable
1954 * GL_ARB_texture_rectangle because we will never use it.
1955 * This saves a few redundant glDisable calls. */
1956 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1958 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1960 /* Disable NV_register_combiners and fragment shader if this is supported.
1961 * generally the NV extensions are preferred over the ATI ones, and this
1962 * extension is disabled if register_combiners and texture_shader2 are both
1963 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1964 * fragment processing support. */
1965 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1966 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1967 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1968 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1969 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1971 if (gl_info->supported[NV_HALF_FLOAT])
1973 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1974 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1976 if (gl_info->supported[ARB_POINT_SPRITE])
1978 gl_info->max_point_sprite_units = gl_info->max_textures;
1982 gl_info->max_point_sprite_units = 0;
1984 checkGLcall("extension detection");
1988 /* In some cases the number of texture stages can be larger than the number
1989 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1990 * shaders), but 8 texture stages (register combiners). */
1991 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1993 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
1995 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
1996 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
1997 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
1998 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
1999 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2000 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2001 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2002 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2003 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2004 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2005 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2006 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2007 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2008 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2009 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2010 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2011 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2012 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2013 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2017 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2019 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2020 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2021 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2022 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2023 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2024 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2025 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2026 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2027 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2028 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2029 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2030 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2031 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2032 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2033 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2034 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2035 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2037 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2039 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2040 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2042 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2044 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2046 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2048 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2052 /* MRTs are currently only supported when FBOs are used. */
2053 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2054 gl_info->max_buffers = 1;
2057 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2058 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2060 /* If we have an estimate use it, else default to 64MB; */
2062 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2064 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2066 wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2067 wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2068 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2069 wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2070 wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2071 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2072 wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2073 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2075 /* Make sure there's an active HDC else the WGL extensions will fail */
2076 hdc = pwglGetCurrentDC();
2078 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2079 if(GL_EXTCALL(wglGetExtensionsStringARB))
2080 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2082 if (NULL == WGL_Extensions) {
2083 ERR(" WGL_Extensions returns NULL\n");
2085 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2086 while (*WGL_Extensions != 0x00) {
2090 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2091 Start = WGL_Extensions;
2092 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2096 len = WGL_Extensions - Start;
2097 if (len == 0 || len >= sizeof(ThisExtn))
2100 memcpy(ThisExtn, Start, len);
2101 ThisExtn[len] = '\0';
2102 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2104 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2105 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2106 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2108 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2109 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2110 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2112 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2113 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2114 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2120 fixup_extensions(gl_info, gl_renderer, vendor, device);
2121 init_driver_info(driver_info, vendor, device);
2122 add_gl_compat_wrappers(gl_info);
2124 HeapFree(GetProcessHeap(), 0, gl_renderer);
2128 /**********************************************************
2129 * IWineD3D implementation follows
2130 **********************************************************/
2132 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2133 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2135 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2137 return This->adapter_count;
2140 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2141 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2142 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2146 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2147 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2149 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2151 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2155 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2158 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2159 of the same bpp but different resolutions */
2161 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2162 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2163 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2164 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2166 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2170 /* TODO: Store modes per adapter and read it from the adapter structure */
2171 if (Adapter == 0) { /* Display */
2176 memset(&mode, 0, sizeof(mode));
2177 mode.dmSize = sizeof(mode);
2179 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2184 case WINED3DFMT_UNKNOWN:
2185 /* This is for D3D8, do not enumerate P8 here */
2186 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2189 case WINED3DFMT_B8G8R8X8_UNORM:
2190 if (mode.dmBitsPerPel == 32) ++i;
2193 case WINED3DFMT_B5G6R5_UNORM:
2194 if (mode.dmBitsPerPel == 16) ++i;
2197 case WINED3DFMT_P8_UINT:
2198 if (mode.dmBitsPerPel == 8) ++i;
2202 /* Skip other modes as they do not match the requested format */
2207 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2210 FIXME_(d3d_caps)("Adapter not primary display\n");
2215 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2216 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2217 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2218 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2220 /* Validate the parameters as much as possible */
2221 if (NULL == pMode ||
2222 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2223 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2224 return WINED3DERR_INVALIDCALL;
2227 /* TODO: Store modes per adapter and read it from the adapter structure */
2235 ZeroMemory(&DevModeW, sizeof(DevModeW));
2236 DevModeW.dmSize = sizeof(DevModeW);
2238 /* If we are filtering to a specific format (D3D9), then need to skip
2239 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2240 just count through the ones with valid bit depths */
2241 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2244 case WINED3DFMT_UNKNOWN:
2245 /* This is D3D8. Do not enumerate P8 here */
2246 if (DevModeW.dmBitsPerPel == 32 ||
2247 DevModeW.dmBitsPerPel == 16) i++;
2249 case WINED3DFMT_B8G8R8X8_UNORM:
2250 if (DevModeW.dmBitsPerPel == 32) i++;
2252 case WINED3DFMT_B5G6R5_UNORM:
2253 if (DevModeW.dmBitsPerPel == 16) i++;
2255 case WINED3DFMT_P8_UINT:
2256 if (DevModeW.dmBitsPerPel == 8) i++;
2259 /* Modes that don't match what we support can get an early-out */
2260 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2261 return WINED3DERR_INVALIDCALL;
2266 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2267 return WINED3DERR_INVALIDCALL;
2271 /* Now get the display mode via the calculated index */
2272 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2273 pMode->Width = DevModeW.dmPelsWidth;
2274 pMode->Height = DevModeW.dmPelsHeight;
2275 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2276 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2277 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2279 if (Format == WINED3DFMT_UNKNOWN) {
2280 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2282 pMode->Format = Format;
2285 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2286 return WINED3DERR_INVALIDCALL;
2289 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2290 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2291 DevModeW.dmBitsPerPel);
2296 FIXME_(d3d_caps)("Adapter not primary display\n");
2302 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2303 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2304 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2306 if (NULL == pMode ||
2307 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2308 return WINED3DERR_INVALIDCALL;
2311 if (Adapter == 0) { /* Display */
2315 ZeroMemory(&DevModeW, sizeof(DevModeW));
2316 DevModeW.dmSize = sizeof(DevModeW);
2318 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2319 pMode->Width = DevModeW.dmPelsWidth;
2320 pMode->Height = DevModeW.dmPelsHeight;
2321 bpp = DevModeW.dmBitsPerPel;
2322 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2323 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2325 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2328 pMode->Format = pixelformat_for_depth(bpp);
2330 FIXME_(d3d_caps)("Adapter not primary display\n");
2333 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2334 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2338 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2339 and fields being inserted in the middle, a new structure is used in place */
2340 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2341 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2342 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2343 struct wined3d_adapter *adapter;
2346 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2348 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2349 return WINED3DERR_INVALIDCALL;
2352 adapter = &This->adapters[Adapter];
2354 /* Return the information requested */
2355 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2357 if (pIdentifier->driver_size)
2359 const char *name = adapter->driver_info.name;
2360 len = min(strlen(name), pIdentifier->driver_size - 1);
2361 memcpy(pIdentifier->driver, name, len);
2362 pIdentifier->driver[len] = '\0';
2365 if (pIdentifier->description_size)
2367 const char *description = adapter->driver_info.description;
2368 len = min(strlen(description), pIdentifier->description_size - 1);
2369 memcpy(pIdentifier->description, description, len);
2370 pIdentifier->description[len] = '\0';
2373 /* Note that d3d8 doesn't supply a device name. */
2374 if (pIdentifier->device_name_size)
2376 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2378 len = strlen(device_name);
2379 if (len >= pIdentifier->device_name_size)
2381 ERR("Device name size too small.\n");
2382 return WINED3DERR_INVALIDCALL;
2385 memcpy(pIdentifier->device_name, device_name, len);
2386 pIdentifier->device_name[len] = '\0';
2389 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2390 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2391 pIdentifier->vendor_id = adapter->driver_info.vendor;
2392 pIdentifier->device_id = adapter->driver_info.device;
2393 pIdentifier->subsystem_id = 0;
2394 pIdentifier->revision = 0;
2395 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2396 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2401 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2402 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2404 short redSize, greenSize, blueSize, alphaSize, colorBits;
2409 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2410 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2412 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2416 if(cfg->redSize < redSize)
2419 if(cfg->greenSize < greenSize)
2422 if(cfg->blueSize < blueSize)
2425 if(cfg->alphaSize < alphaSize)
2429 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2430 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2431 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2432 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2433 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2434 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2435 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2436 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2437 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2438 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2439 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2440 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2441 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2443 /* Probably a color index mode */
2450 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2451 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2453 short depthSize, stencilSize;
2454 BOOL lockable = FALSE;
2459 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2461 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2465 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2468 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2469 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2470 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2471 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2474 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2475 * allow more stencil bits than requested. */
2476 if(cfg->stencilSize < stencilSize)
2482 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2483 WINED3DFORMAT AdapterFormat,
2484 WINED3DFORMAT RenderTargetFormat,
2485 WINED3DFORMAT DepthStencilFormat) {
2486 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2488 const WineD3D_PixelFormat *cfgs;
2489 const struct wined3d_adapter *adapter;
2490 const struct GlPixelFormatDesc *rt_format_desc;
2491 const struct GlPixelFormatDesc *ds_format_desc;
2494 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2496 DeviceType, debug_d3ddevicetype(DeviceType),
2497 AdapterFormat, debug_d3dformat(AdapterFormat),
2498 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2499 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2501 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2502 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2503 return WINED3DERR_INVALIDCALL;
2506 adapter = &This->adapters[Adapter];
2507 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2508 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2509 cfgs = adapter->cfgs;
2510 nCfgs = adapter->nCfgs;
2511 for (it = 0; it < nCfgs; ++it) {
2512 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2514 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2516 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2521 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2523 return WINED3DERR_NOTAVAILABLE;
2526 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2527 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2529 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2530 const struct GlPixelFormatDesc *glDesc;
2531 const struct wined3d_adapter *adapter;
2533 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2536 DeviceType, debug_d3ddevicetype(DeviceType),
2537 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2542 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2543 return WINED3DERR_INVALIDCALL;
2546 /* TODO: handle Windowed, add more quality levels */
2548 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2549 if(pQualityLevels) *pQualityLevels = 1;
2553 /* By default multisampling is disabled right now as it causes issues
2554 * on some Nvidia driver versions and it doesn't work well in combination
2556 if(!wined3d_settings.allow_multisampling)
2557 return WINED3DERR_NOTAVAILABLE;
2559 adapter = &This->adapters[Adapter];
2560 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2561 if (!glDesc) return WINED3DERR_INVALIDCALL;
2563 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2565 const WineD3D_PixelFormat *cfgs;
2567 cfgs = adapter->cfgs;
2568 nCfgs = adapter->nCfgs;
2569 for(i=0; i<nCfgs; i++) {
2570 if(cfgs[i].numSamples != MultiSampleType)
2573 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2576 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2579 *pQualityLevels = 1; /* Guess at a value! */
2583 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2584 short redSize, greenSize, blueSize, alphaSize, colorBits;
2586 const WineD3D_PixelFormat *cfgs;
2588 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2590 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2591 return WINED3DERR_NOTAVAILABLE;
2594 cfgs = adapter->cfgs;
2595 nCfgs = adapter->nCfgs;
2596 for(i=0; i<nCfgs; i++) {
2597 if(cfgs[i].numSamples != MultiSampleType)
2599 if(cfgs[i].redSize != redSize)
2601 if(cfgs[i].greenSize != greenSize)
2603 if(cfgs[i].blueSize != blueSize)
2605 if(cfgs[i].alphaSize != alphaSize)
2608 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2611 *pQualityLevels = 1; /* Guess at a value! */
2615 return WINED3DERR_NOTAVAILABLE;
2618 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2619 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2621 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2622 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2625 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2628 DeviceType, debug_d3ddevicetype(DeviceType),
2629 DisplayFormat, debug_d3dformat(DisplayFormat),
2630 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2633 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2634 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2635 return WINED3DERR_INVALIDCALL;
2638 /* The task of this function is to check whether a certain display / backbuffer format
2639 * combination is available on the given adapter. In fullscreen mode microsoft specified
2640 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2641 * and display format should match exactly.
2642 * In windowed mode format conversion can occur and this depends on the driver. When format
2643 * conversion is done, this function should nevertheless fail and applications need to use
2644 * CheckDeviceFormatConversion.
2645 * At the moment we assume that fullscreen and windowed have the same capabilities */
2647 /* There are only 4 display formats */
2648 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2649 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2650 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2651 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2653 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2654 return WINED3DERR_NOTAVAILABLE;
2657 /* If the requested DisplayFormat is not available, don't continue */
2658 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2660 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2661 return WINED3DERR_NOTAVAILABLE;
2664 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2665 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2666 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2667 return WINED3DERR_NOTAVAILABLE;
2670 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2671 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2673 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2674 return WINED3DERR_NOTAVAILABLE;
2677 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2678 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2679 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2681 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2682 return WINED3DERR_NOTAVAILABLE;
2685 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2686 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2687 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2689 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2690 return WINED3DERR_NOTAVAILABLE;
2693 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2694 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2695 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2697 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2698 return WINED3DERR_NOTAVAILABLE;
2701 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2702 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2704 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2710 /* Check if we support bumpmapping for a format */
2711 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2712 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2714 const struct fragment_pipeline *fp;
2716 switch(format_desc->format)
2718 case WINED3DFMT_R8G8_SNORM:
2719 case WINED3DFMT_R16G16_SNORM:
2720 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2721 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2722 case WINED3DFMT_R8G8B8A8_SNORM:
2723 /* Ask the fixed function pipeline implementation if it can deal
2724 * with the conversion. If we've got a GL extension giving native
2725 * support this will be an identity conversion. */
2726 fp = select_fragment_implementation(adapter, DeviceType);
2727 if (fp->color_fixup_supported(format_desc->color_fixup))
2729 TRACE_(d3d_caps)("[OK]\n");
2732 TRACE_(d3d_caps)("[FAILED]\n");
2736 TRACE_(d3d_caps)("[FAILED]\n");
2741 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2742 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2743 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2747 /* Only allow depth/stencil formats */
2748 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2750 /* Walk through all WGL pixel formats to find a match */
2751 for (it = 0; it < adapter->nCfgs; ++it)
2753 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2754 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2756 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2766 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2768 /* The flags entry of a format contains the filtering capability */
2769 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2774 /* Check the render target capabilities of a format */
2775 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2776 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2778 /* Filter out non-RT formats */
2779 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2781 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2782 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2784 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2785 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2787 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2788 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2790 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2791 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2792 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2793 TRACE_(d3d_caps)("[FAILED]\n");
2797 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2798 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2799 for (it = 0; it < adapter->nCfgs; ++it)
2801 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2802 &cfgs[it], check_format_desc))
2804 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2805 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2809 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2810 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2811 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2814 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2815 for (it = 0; it < adapter->nCfgs; ++it)
2817 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2818 &cfgs[it], check_format_desc))
2820 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2821 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2825 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2826 /* For now return TRUE for FBOs until we have some proper checks.
2827 * Note that this function will only be called when the format is around for texturing. */
2833 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2835 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2837 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2838 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2839 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2843 switch (format_desc->format)
2845 case WINED3DFMT_B8G8R8A8_UNORM:
2846 case WINED3DFMT_B8G8R8X8_UNORM:
2847 case WINED3DFMT_B4G4R4A4_UNORM:
2848 case WINED3DFMT_L8_UNORM:
2849 case WINED3DFMT_L8A8_UNORM:
2850 case WINED3DFMT_DXT1:
2851 case WINED3DFMT_DXT2:
2852 case WINED3DFMT_DXT3:
2853 case WINED3DFMT_DXT4:
2854 case WINED3DFMT_DXT5:
2855 TRACE_(d3d_caps)("[OK]\n");
2859 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2865 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2866 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2868 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2869 * doing the color fixup in shaders.
2870 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2871 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2873 int vs_selected_mode;
2874 int ps_selected_mode;
2875 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2877 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2878 TRACE_(d3d_caps)("[OK]\n");
2883 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2887 /* Check if a format support blending in combination with pixel shaders */
2888 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2889 const struct GlPixelFormatDesc *format_desc)
2891 /* The flags entry of a format contains the post pixel shader blending capability */
2892 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2897 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2899 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2900 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2901 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2902 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2903 * capability anyway.
2905 * For now lets report this on all formats, but in the future we may want to
2906 * restrict it to some should games need that
2911 /* Check if a texture format is supported on the given adapter */
2912 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
2913 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2915 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2916 const shader_backend_t *shader_backend;
2917 const struct fragment_pipeline *fp;
2919 switch (format_desc->format)
2922 * supported: RGB(A) formats
2924 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2925 case WINED3DFMT_B8G8R8A8_UNORM:
2926 case WINED3DFMT_B8G8R8X8_UNORM:
2927 case WINED3DFMT_B5G6R5_UNORM:
2928 case WINED3DFMT_B5G5R5X1_UNORM:
2929 case WINED3DFMT_B5G5R5A1_UNORM:
2930 case WINED3DFMT_B4G4R4A4_UNORM:
2931 case WINED3DFMT_A8_UNORM:
2932 case WINED3DFMT_B4G4R4X4_UNORM:
2933 case WINED3DFMT_R8G8B8A8_UNORM:
2934 case WINED3DFMT_R8G8B8X8_UNORM:
2935 case WINED3DFMT_B10G10R10A2_UNORM:
2936 case WINED3DFMT_R10G10B10A2_UNORM:
2937 case WINED3DFMT_R16G16_UNORM:
2938 TRACE_(d3d_caps)("[OK]\n");
2941 case WINED3DFMT_B2G3R3_UNORM:
2942 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2946 * supported: Palettized
2948 case WINED3DFMT_P8_UINT:
2949 TRACE_(d3d_caps)("[OK]\n");
2951 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
2952 case WINED3DFMT_P8_UINT_A8_UNORM:
2956 * Supported: (Alpha)-Luminance
2958 case WINED3DFMT_L8_UNORM:
2959 case WINED3DFMT_L8A8_UNORM:
2960 case WINED3DFMT_L16_UNORM:
2961 TRACE_(d3d_caps)("[OK]\n");
2964 /* Not supported on Windows, thus disabled */
2965 case WINED3DFMT_L4A4_UNORM:
2966 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2970 * Supported: Depth/Stencil formats
2972 case WINED3DFMT_D16_LOCKABLE:
2973 case WINED3DFMT_D16_UNORM:
2974 case WINED3DFMT_S1_UINT_D15_UNORM:
2975 case WINED3DFMT_X8D24_UNORM:
2976 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2977 case WINED3DFMT_S8_UINT_D24_UNORM:
2978 case WINED3DFMT_S8_UINT_D24_FLOAT:
2979 case WINED3DFMT_D32_UNORM:
2980 case WINED3DFMT_D32_FLOAT:
2984 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2985 * GL_NV_texture_shader). Emulated by shaders
2987 case WINED3DFMT_R8G8_SNORM:
2988 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2989 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2990 case WINED3DFMT_R8G8B8A8_SNORM:
2991 case WINED3DFMT_R16G16_SNORM:
2992 /* Ask the shader backend if it can deal with the conversion. If
2993 * we've got a GL extension giving native support this will be an
2994 * identity conversion. */
2995 shader_backend = select_shader_backend(adapter, DeviceType);
2996 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2998 TRACE_(d3d_caps)("[OK]\n");
3001 TRACE_(d3d_caps)("[FAILED]\n");
3004 case WINED3DFMT_DXT1:
3005 case WINED3DFMT_DXT2:
3006 case WINED3DFMT_DXT3:
3007 case WINED3DFMT_DXT4:
3008 case WINED3DFMT_DXT5:
3009 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
3010 TRACE_(d3d_caps)("[OK]\n");
3013 TRACE_(d3d_caps)("[FAILED]\n");
3018 * Odd formats - not supported
3020 case WINED3DFMT_VERTEXDATA:
3021 case WINED3DFMT_R16_UINT:
3022 case WINED3DFMT_R32_UINT:
3023 case WINED3DFMT_R16G16B16A16_SNORM:
3024 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3025 case WINED3DFMT_R10G11B11_SNORM:
3026 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3030 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3032 case WINED3DFMT_R8G8_SNORM_Cx:
3033 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3037 case WINED3DFMT_UYVY:
3038 case WINED3DFMT_YUY2:
3039 if(GL_SUPPORT(APPLE_YCBCR_422)) {
3040 TRACE_(d3d_caps)("[OK]\n");
3043 TRACE_(d3d_caps)("[FAILED]\n");
3045 case WINED3DFMT_YV12:
3046 TRACE_(d3d_caps)("[FAILED]\n");
3050 case WINED3DFMT_R16G16B16A16_UNORM:
3051 case WINED3DFMT_B2G3R3A8_UNORM:
3052 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3055 /* Floating point formats */
3056 case WINED3DFMT_R16_FLOAT:
3057 case WINED3DFMT_R16G16_FLOAT:
3058 case WINED3DFMT_R16G16B16A16_FLOAT:
3059 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
3060 TRACE_(d3d_caps)("[OK]\n");
3063 TRACE_(d3d_caps)("[FAILED]\n");
3066 case WINED3DFMT_R32_FLOAT:
3067 case WINED3DFMT_R32G32_FLOAT:
3068 case WINED3DFMT_R32G32B32A32_FLOAT:
3069 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3070 TRACE_(d3d_caps)("[OK]\n");
3073 TRACE_(d3d_caps)("[FAILED]\n");
3076 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3077 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3078 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3079 * We can do instancing with all shader versions, but we need vertex shaders.
3081 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3082 * to enable instancing. WineD3D doesn't need that and just ignores it.
3084 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3086 case WINEMAKEFOURCC('I','N','S','T'):
3087 TRACE("ATI Instancing check hack\n");
3088 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3089 TRACE_(d3d_caps)("[OK]\n");
3092 TRACE_(d3d_caps)("[FAILED]\n");
3095 /* Some weird FOURCC formats */
3096 case WINED3DFMT_R8G8_B8G8:
3097 case WINED3DFMT_G8R8_G8B8:
3098 case WINED3DFMT_MULTI2_ARGB8:
3099 TRACE_(d3d_caps)("[FAILED]\n");
3102 /* Vendor specific formats */
3103 case WINED3DFMT_ATI2N:
3104 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3105 shader_backend = select_shader_backend(adapter, DeviceType);
3106 fp = select_fragment_implementation(adapter, DeviceType);
3107 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3108 && fp->color_fixup_supported(format_desc->color_fixup))
3110 TRACE_(d3d_caps)("[OK]\n");
3114 TRACE_(d3d_caps)("[OK]\n");
3117 TRACE_(d3d_caps)("[FAILED]\n");
3120 case WINED3DFMT_NVHU:
3121 case WINED3DFMT_NVHS:
3122 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3123 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3124 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3125 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3126 * Applications have to deal with not having NVHS and NVHU.
3128 TRACE_(d3d_caps)("[FAILED]\n");
3131 case WINED3DFMT_UNKNOWN:
3135 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3141 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3142 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3144 const struct blit_shader *blitter;
3146 if(SurfaceType == SURFACE_GDI) {
3147 switch(check_format_desc->format)
3149 case WINED3DFMT_B8G8R8_UNORM:
3150 case WINED3DFMT_B8G8R8A8_UNORM:
3151 case WINED3DFMT_B8G8R8X8_UNORM:
3152 case WINED3DFMT_B5G6R5_UNORM:
3153 case WINED3DFMT_B5G5R5X1_UNORM:
3154 case WINED3DFMT_B5G5R5A1_UNORM:
3155 case WINED3DFMT_B4G4R4A4_UNORM:
3156 case WINED3DFMT_B2G3R3_UNORM:
3157 case WINED3DFMT_A8_UNORM:
3158 case WINED3DFMT_B2G3R3A8_UNORM:
3159 case WINED3DFMT_B4G4R4X4_UNORM:
3160 case WINED3DFMT_R10G10B10A2_UNORM:
3161 case WINED3DFMT_R8G8B8A8_UNORM:
3162 case WINED3DFMT_R8G8B8X8_UNORM:
3163 case WINED3DFMT_R16G16_UNORM:
3164 case WINED3DFMT_B10G10R10A2_UNORM:
3165 case WINED3DFMT_R16G16B16A16_UNORM:
3166 case WINED3DFMT_P8_UINT:
3167 TRACE_(d3d_caps)("[OK]\n");
3170 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3175 /* All format that are supported for textures are supported for surfaces as well */
3176 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3177 /* All depth stencil formats are supported on surfaces */
3178 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3180 /* If opengl can't process the format natively, the blitter may be able to convert it */
3181 blitter = select_blit_implementation(adapter, DeviceType);
3182 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3184 TRACE_(d3d_caps)("[OK]\n");
3188 /* Reject other formats */
3189 TRACE_(d3d_caps)("[FAILED]\n");
3193 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3195 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3197 if (!gl_info->max_vertex_samplers)
3199 TRACE_(d3d_caps)("[FAILED]\n");
3203 switch (format_desc->format)
3205 case WINED3DFMT_R32G32B32A32_FLOAT:
3206 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3207 TRACE_(d3d_caps)("[FAILED]\n");
3210 TRACE_(d3d_caps)("[OK]\n");
3214 TRACE_(d3d_caps)("[FAILED]\n");
3220 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3221 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3222 WINED3DSURFTYPE SurfaceType)
3224 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3225 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3226 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3227 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3228 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3229 DWORD UsageCaps = 0;
3231 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3234 DeviceType, debug_d3ddevicetype(DeviceType),
3235 AdapterFormat, debug_d3dformat(AdapterFormat),
3236 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3237 RType, debug_d3dresourcetype(RType),
3238 CheckFormat, debug_d3dformat(CheckFormat));
3240 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3241 return WINED3DERR_INVALIDCALL;
3244 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3246 if(SurfaceType != SURFACE_OPENGL) {
3247 TRACE("[FAILED]\n");
3248 return WINED3DERR_NOTAVAILABLE;
3251 /* Cubetexture allows:
3252 * - D3DUSAGE_AUTOGENMIPMAP
3253 * - D3DUSAGE_DEPTHSTENCIL
3254 * - D3DUSAGE_DYNAMIC
3255 * - D3DUSAGE_NONSECURE (d3d9ex)
3256 * - D3DUSAGE_RENDERTARGET
3257 * - D3DUSAGE_SOFTWAREPROCESSING
3258 * - D3DUSAGE_QUERY_WRAPANDMIP
3260 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3261 /* Check if the texture format is around */
3262 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3264 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3265 /* Check for automatic mipmap generation support */
3266 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3267 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3269 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3270 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3274 /* Always report dynamic locking */
3275 if(Usage & WINED3DUSAGE_DYNAMIC)
3276 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3278 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3279 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3281 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3283 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3284 return WINED3DERR_NOTAVAILABLE;
3288 /* Always report software processing */
3289 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3290 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3292 /* Check QUERY_FILTER support */
3293 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3294 if (CheckFilterCapability(adapter, format_desc))
3296 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3298 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3299 return WINED3DERR_NOTAVAILABLE;
3303 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3304 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3305 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3307 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3309 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3310 return WINED3DERR_NOTAVAILABLE;
3314 /* Check QUERY_SRGBREAD support */
3315 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3316 if (CheckSrgbReadCapability(adapter, format_desc))
3318 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3320 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3321 return WINED3DERR_NOTAVAILABLE;
3325 /* Check QUERY_SRGBWRITE support */
3326 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3327 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3329 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3331 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3332 return WINED3DERR_NOTAVAILABLE;
3336 /* Check QUERY_VERTEXTEXTURE support */
3337 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3338 if (CheckVertexTextureCapability(adapter, format_desc))
3340 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3342 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3343 return WINED3DERR_NOTAVAILABLE;
3347 /* Check QUERY_WRAPANDMIP support */
3348 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3349 if (CheckWrapAndMipCapability(adapter, format_desc))
3351 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3353 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3354 return WINED3DERR_NOTAVAILABLE;
3358 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3359 return WINED3DERR_NOTAVAILABLE;
3362 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3363 return WINED3DERR_NOTAVAILABLE;
3365 } else if(RType == WINED3DRTYPE_SURFACE) {
3367 * - D3DUSAGE_DEPTHSTENCIL
3368 * - D3DUSAGE_NONSECURE (d3d9ex)
3369 * - D3DUSAGE_RENDERTARGET
3372 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3374 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3375 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3377 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3379 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3380 return WINED3DERR_NOTAVAILABLE;
3384 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3385 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3387 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3389 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3390 return WINED3DERR_NOTAVAILABLE;
3394 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3395 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3396 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3398 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3400 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3401 return WINED3DERR_NOTAVAILABLE;
3405 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3406 return WINED3DERR_NOTAVAILABLE;
3409 } else if(RType == WINED3DRTYPE_TEXTURE) {
3411 * - D3DUSAGE_AUTOGENMIPMAP
3412 * - D3DUSAGE_DEPTHSTENCIL
3414 * - D3DUSAGE_DYNAMIC
3415 * - D3DUSAGE_NONSECURE (d3d9ex)
3416 * - D3DUSAGE_RENDERTARGET
3417 * - D3DUSAGE_SOFTWAREPROCESSING
3418 * - D3DUSAGE_TEXTAPI (d3d9ex)
3419 * - D3DUSAGE_QUERY_WRAPANDMIP
3422 if(SurfaceType != SURFACE_OPENGL) {
3423 TRACE("[FAILED]\n");
3424 return WINED3DERR_NOTAVAILABLE;
3427 /* Check if the texture format is around */
3428 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3430 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3431 /* Check for automatic mipmap generation support */
3432 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3433 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3435 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3436 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3440 /* Always report dynamic locking */
3441 if(Usage & WINED3DUSAGE_DYNAMIC)
3442 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3444 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3445 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3447 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3449 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3450 return WINED3DERR_NOTAVAILABLE;
3454 /* Always report software processing */
3455 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3456 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3458 /* Check QUERY_FILTER support */
3459 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3460 if (CheckFilterCapability(adapter, format_desc))
3462 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3464 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3465 return WINED3DERR_NOTAVAILABLE;
3469 /* Check QUERY_LEGACYBUMPMAP support */
3470 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3471 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3473 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3475 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3476 return WINED3DERR_NOTAVAILABLE;
3480 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3481 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3482 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3484 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3486 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3487 return WINED3DERR_NOTAVAILABLE;
3491 /* Check QUERY_SRGBREAD support */
3492 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3493 if (CheckSrgbReadCapability(adapter, format_desc))
3495 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3497 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3498 return WINED3DERR_NOTAVAILABLE;
3502 /* Check QUERY_SRGBWRITE support */
3503 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3504 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3506 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3508 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3509 return WINED3DERR_NOTAVAILABLE;
3513 /* Check QUERY_VERTEXTEXTURE support */
3514 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3515 if (CheckVertexTextureCapability(adapter, format_desc))
3517 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3519 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3520 return WINED3DERR_NOTAVAILABLE;
3524 /* Check QUERY_WRAPANDMIP support */
3525 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3526 if (CheckWrapAndMipCapability(adapter, format_desc))
3528 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3530 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3531 return WINED3DERR_NOTAVAILABLE;
3535 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3536 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3538 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3540 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3541 return WINED3DERR_NOTAVAILABLE;
3545 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3546 return WINED3DERR_NOTAVAILABLE;
3548 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3549 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3550 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3552 * Volumetexture allows:
3553 * - D3DUSAGE_DYNAMIC
3554 * - D3DUSAGE_NONSECURE (d3d9ex)
3555 * - D3DUSAGE_SOFTWAREPROCESSING
3556 * - D3DUSAGE_QUERY_WRAPANDMIP
3559 if(SurfaceType != SURFACE_OPENGL) {
3560 TRACE("[FAILED]\n");
3561 return WINED3DERR_NOTAVAILABLE;
3564 /* Check volume texture and volume usage caps */
3565 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3566 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3568 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3569 return WINED3DERR_NOTAVAILABLE;
3572 /* Always report dynamic locking */
3573 if(Usage & WINED3DUSAGE_DYNAMIC)
3574 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3576 /* Always report software processing */
3577 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3578 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3580 /* Check QUERY_FILTER support */
3581 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3582 if (CheckFilterCapability(adapter, format_desc))
3584 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3586 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3587 return WINED3DERR_NOTAVAILABLE;
3591 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3592 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3593 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3595 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3597 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3598 return WINED3DERR_NOTAVAILABLE;
3602 /* Check QUERY_SRGBREAD support */
3603 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3604 if (CheckSrgbReadCapability(adapter, format_desc))
3606 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3608 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3609 return WINED3DERR_NOTAVAILABLE;
3613 /* Check QUERY_SRGBWRITE support */
3614 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3615 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3617 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3619 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3620 return WINED3DERR_NOTAVAILABLE;
3624 /* Check QUERY_VERTEXTEXTURE support */
3625 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3626 if (CheckVertexTextureCapability(adapter, format_desc))
3628 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3630 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3631 return WINED3DERR_NOTAVAILABLE;
3635 /* Check QUERY_WRAPANDMIP support */
3636 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3637 if (CheckWrapAndMipCapability(adapter, format_desc))
3639 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3641 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3642 return WINED3DERR_NOTAVAILABLE;
3646 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3647 return WINED3DERR_NOTAVAILABLE;
3650 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3651 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3652 * app needing one of those formats, don't advertize them to avoid leading apps into
3653 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3656 switch(CheckFormat) {
3657 case WINED3DFMT_P8_UINT:
3658 case WINED3DFMT_L4A4_UNORM:
3659 case WINED3DFMT_R32_FLOAT:
3660 case WINED3DFMT_R16_FLOAT:
3661 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3662 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3663 case WINED3DFMT_R16G16_UNORM:
3664 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3665 return WINED3DERR_NOTAVAILABLE;
3667 case WINED3DFMT_R8G8B8A8_SNORM:
3668 case WINED3DFMT_R16G16_SNORM:
3669 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3670 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3671 return WINED3DERR_NOTAVAILABLE;
3675 case WINED3DFMT_R8G8_SNORM:
3676 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3677 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3678 return WINED3DERR_NOTAVAILABLE;
3682 case WINED3DFMT_DXT1:
3683 case WINED3DFMT_DXT2:
3684 case WINED3DFMT_DXT3:
3685 case WINED3DFMT_DXT4:
3686 case WINED3DFMT_DXT5:
3687 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3688 * compressed texture results in an error. While the D3D refrast does
3689 * support s3tc volumes, at least the nvidia windows driver does not, so
3690 * we're free not to support this format.
3692 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3693 return WINED3DERR_NOTAVAILABLE;
3696 /* Do nothing, continue with checking the format below */
3699 } else if(RType == WINED3DRTYPE_BUFFER){
3700 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3701 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3702 return WINED3DERR_NOTAVAILABLE;
3705 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3706 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3707 * usage flags match. */
3708 if(UsageCaps == Usage) {
3710 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3711 return WINED3DOK_NOAUTOGEN;
3713 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3714 return WINED3DERR_NOTAVAILABLE;
3718 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3719 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3720 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3722 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3725 DeviceType, debug_d3ddevicetype(DeviceType),
3726 SourceFormat, debug_d3dformat(SourceFormat),
3727 TargetFormat, debug_d3dformat(TargetFormat));
3731 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType)
3733 const shader_backend_t *ret;
3734 int vs_selected_mode;
3735 int ps_selected_mode;
3737 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3738 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3739 ret = &glsl_shader_backend;
3740 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3741 ret = &arb_program_shader_backend;
3743 ret = &none_shader_backend;
3748 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
3749 WINED3DDEVTYPE DeviceType)
3751 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3752 int vs_selected_mode;
3753 int ps_selected_mode;
3755 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3756 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3757 return &arbfp_fragment_pipeline;
3758 } else if(ps_selected_mode == SHADER_ATI) {
3759 return &atifs_fragment_pipeline;
3760 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3761 return &nvts_fragment_pipeline;
3762 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3763 return &nvrc_fragment_pipeline;
3765 return &ffp_fragment_pipeline;
3769 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter, WINED3DDEVTYPE DeviceType)
3771 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3772 int vs_selected_mode;
3773 int ps_selected_mode;
3775 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3776 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3783 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3784 subset of a D3DCAPS9 structure. However, it has to come via a void *
3785 as the d3d8 interface cannot import the d3d9 header */
3786 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3788 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3789 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3790 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3791 int vs_selected_mode;
3792 int ps_selected_mode;
3793 struct shader_caps shader_caps;
3794 struct fragment_caps fragment_caps;
3795 const shader_backend_t *shader_backend;
3796 const struct fragment_pipeline *frag_pipeline = NULL;
3797 DWORD ckey_caps, blit_caps, fx_caps;
3799 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3801 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3802 return WINED3DERR_INVALIDCALL;
3805 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3807 /* ------------------------------------------------
3808 The following fields apply to both d3d8 and d3d9
3809 ------------------------------------------------ */
3810 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3811 pCaps->AdapterOrdinal = Adapter;
3814 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3815 WINED3DCAPS2_FULLSCREENGAMMA |
3816 WINED3DCAPS2_DYNAMICTEXTURES;
3817 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3818 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3821 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3822 WINED3DCAPS3_COPY_TO_VIDMEM |
3823 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3825 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3826 WINED3DPRESENT_INTERVAL_ONE;
3828 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3829 WINED3DCURSORCAPS_LOWRES;
3831 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3832 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3833 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3834 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3835 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3836 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3837 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3838 WINED3DDEVCAPS_PUREDEVICE |
3839 WINED3DDEVCAPS_HWRASTERIZATION |
3840 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3841 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3842 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3843 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3844 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3845 WINED3DDEVCAPS_RTPATCHES;
3847 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3848 WINED3DPMISCCAPS_CULLCCW |
3849 WINED3DPMISCCAPS_CULLCW |
3850 WINED3DPMISCCAPS_COLORWRITEENABLE |
3851 WINED3DPMISCCAPS_CLIPTLVERTS |
3852 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3853 WINED3DPMISCCAPS_MASKZ |
3854 WINED3DPMISCCAPS_BLENDOP |
3855 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3857 WINED3DPMISCCAPS_NULLREFERENCE
3858 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3859 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3860 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3861 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3863 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3864 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3866 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3867 WINED3DPRASTERCAPS_PAT |
3868 WINED3DPRASTERCAPS_WFOG |
3869 WINED3DPRASTERCAPS_ZFOG |
3870 WINED3DPRASTERCAPS_FOGVERTEX |
3871 WINED3DPRASTERCAPS_FOGTABLE |
3872 WINED3DPRASTERCAPS_STIPPLE |
3873 WINED3DPRASTERCAPS_SUBPIXEL |
3874 WINED3DPRASTERCAPS_ZTEST |
3875 WINED3DPRASTERCAPS_SCISSORTEST |
3876 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3877 WINED3DPRASTERCAPS_DEPTHBIAS;
3879 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3880 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3881 WINED3DPRASTERCAPS_ZBIAS |
3882 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3884 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3885 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3888 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3889 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3890 WINED3DPRASTERCAPS_ANTIALIASEDGES
3891 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3892 WINED3DPRASTERCAPS_WBUFFER */
3894 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3895 WINED3DPCMPCAPS_EQUAL |
3896 WINED3DPCMPCAPS_GREATER |
3897 WINED3DPCMPCAPS_GREATEREQUAL |
3898 WINED3DPCMPCAPS_LESS |
3899 WINED3DPCMPCAPS_LESSEQUAL |
3900 WINED3DPCMPCAPS_NEVER |
3901 WINED3DPCMPCAPS_NOTEQUAL;
3903 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3904 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3905 WINED3DPBLENDCAPS_DESTALPHA |
3906 WINED3DPBLENDCAPS_DESTCOLOR |
3907 WINED3DPBLENDCAPS_INVDESTALPHA |
3908 WINED3DPBLENDCAPS_INVDESTCOLOR |
3909 WINED3DPBLENDCAPS_INVSRCALPHA |
3910 WINED3DPBLENDCAPS_INVSRCCOLOR |
3911 WINED3DPBLENDCAPS_ONE |
3912 WINED3DPBLENDCAPS_SRCALPHA |
3913 WINED3DPBLENDCAPS_SRCALPHASAT |
3914 WINED3DPBLENDCAPS_SRCCOLOR |
3915 WINED3DPBLENDCAPS_ZERO;
3917 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3918 WINED3DPBLENDCAPS_DESTCOLOR |
3919 WINED3DPBLENDCAPS_INVDESTALPHA |
3920 WINED3DPBLENDCAPS_INVDESTCOLOR |
3921 WINED3DPBLENDCAPS_INVSRCALPHA |
3922 WINED3DPBLENDCAPS_INVSRCCOLOR |
3923 WINED3DPBLENDCAPS_ONE |
3924 WINED3DPBLENDCAPS_SRCALPHA |
3925 WINED3DPBLENDCAPS_SRCCOLOR |
3926 WINED3DPBLENDCAPS_ZERO;
3927 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3928 * according to the glBlendFunc manpage
3930 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3931 * legacy settings for srcblend only
3934 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3935 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3936 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3940 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3941 WINED3DPCMPCAPS_EQUAL |
3942 WINED3DPCMPCAPS_GREATER |
3943 WINED3DPCMPCAPS_GREATEREQUAL |
3944 WINED3DPCMPCAPS_LESS |
3945 WINED3DPCMPCAPS_LESSEQUAL |
3946 WINED3DPCMPCAPS_NEVER |
3947 WINED3DPCMPCAPS_NOTEQUAL;
3949 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3950 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3951 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3952 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3953 WINED3DPSHADECAPS_COLORFLATRGB |
3954 WINED3DPSHADECAPS_FOGFLAT |
3955 WINED3DPSHADECAPS_FOGGOURAUD |
3956 WINED3DPSHADECAPS_SPECULARFLATRGB;
3958 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3959 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3960 WINED3DPTEXTURECAPS_TRANSPARENCY |
3961 WINED3DPTEXTURECAPS_BORDER |
3962 WINED3DPTEXTURECAPS_MIPMAP |
3963 WINED3DPTEXTURECAPS_PROJECTED |
3964 WINED3DPTEXTURECAPS_PERSPECTIVE;
3966 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3967 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3968 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3971 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3972 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3973 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3974 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3977 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3978 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3979 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3980 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3984 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3985 WINED3DPTFILTERCAPS_MAGFPOINT |
3986 WINED3DPTFILTERCAPS_MINFLINEAR |
3987 WINED3DPTFILTERCAPS_MINFPOINT |
3988 WINED3DPTFILTERCAPS_MIPFLINEAR |
3989 WINED3DPTFILTERCAPS_MIPFPOINT |
3990 WINED3DPTFILTERCAPS_LINEAR |
3991 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3992 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3993 WINED3DPTFILTERCAPS_MIPLINEAR |
3994 WINED3DPTFILTERCAPS_MIPNEAREST |
3995 WINED3DPTFILTERCAPS_NEAREST;
3997 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3998 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3999 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4002 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
4003 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4004 WINED3DPTFILTERCAPS_MAGFPOINT |
4005 WINED3DPTFILTERCAPS_MINFLINEAR |
4006 WINED3DPTFILTERCAPS_MINFPOINT |
4007 WINED3DPTFILTERCAPS_MIPFLINEAR |
4008 WINED3DPTFILTERCAPS_MIPFPOINT |
4009 WINED3DPTFILTERCAPS_LINEAR |
4010 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4011 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4012 WINED3DPTFILTERCAPS_MIPLINEAR |
4013 WINED3DPTFILTERCAPS_MIPNEAREST |
4014 WINED3DPTFILTERCAPS_NEAREST;
4016 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
4017 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4018 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4021 pCaps->CubeTextureFilterCaps = 0;
4023 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4024 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4025 WINED3DPTFILTERCAPS_MAGFPOINT |
4026 WINED3DPTFILTERCAPS_MINFLINEAR |
4027 WINED3DPTFILTERCAPS_MINFPOINT |
4028 WINED3DPTFILTERCAPS_MIPFLINEAR |
4029 WINED3DPTFILTERCAPS_MIPFPOINT |
4030 WINED3DPTFILTERCAPS_LINEAR |
4031 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4032 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4033 WINED3DPTFILTERCAPS_MIPLINEAR |
4034 WINED3DPTFILTERCAPS_MIPNEAREST |
4035 WINED3DPTFILTERCAPS_NEAREST;
4037 pCaps->VolumeTextureFilterCaps = 0;
4039 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4040 WINED3DPTADDRESSCAPS_CLAMP |
4041 WINED3DPTADDRESSCAPS_WRAP;
4043 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4044 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4046 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4047 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4049 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4050 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4053 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4054 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4055 WINED3DPTADDRESSCAPS_CLAMP |
4056 WINED3DPTADDRESSCAPS_WRAP;
4057 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4058 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4060 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4061 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4063 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4064 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4067 pCaps->VolumeTextureAddressCaps = 0;
4069 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4070 WINED3DLINECAPS_ZTEST |
4071 WINED3DLINECAPS_BLEND |
4072 WINED3DLINECAPS_ALPHACMP |
4073 WINED3DLINECAPS_FOG;
4074 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4075 * idea how generating the smoothing alpha values works; the result is different
4078 pCaps->MaxTextureWidth = gl_info->max_texture_size;
4079 pCaps->MaxTextureHeight = gl_info->max_texture_size;
4081 if(GL_SUPPORT(EXT_TEXTURE3D))
4082 pCaps->MaxVolumeExtent = gl_info->max_texture3d_size;
4084 pCaps->MaxVolumeExtent = 0;
4086 pCaps->MaxTextureRepeat = 32768;
4087 pCaps->MaxTextureAspectRatio = gl_info->max_texture_size;
4088 pCaps->MaxVertexW = 1.0f;
4090 pCaps->GuardBandLeft = 0.0f;
4091 pCaps->GuardBandTop = 0.0f;
4092 pCaps->GuardBandRight = 0.0f;
4093 pCaps->GuardBandBottom = 0.0f;
4095 pCaps->ExtentsAdjust = 0.0f;
4097 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4098 WINED3DSTENCILCAPS_INCRSAT |
4099 WINED3DSTENCILCAPS_INVERT |
4100 WINED3DSTENCILCAPS_KEEP |
4101 WINED3DSTENCILCAPS_REPLACE |
4102 WINED3DSTENCILCAPS_ZERO;
4103 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4104 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4105 WINED3DSTENCILCAPS_INCR;
4107 if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4108 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4111 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4113 pCaps->MaxUserClipPlanes = gl_info->max_clipplanes;
4114 pCaps->MaxActiveLights = gl_info->max_lights;
4116 pCaps->MaxVertexBlendMatrices = gl_info->max_blends;
4117 pCaps->MaxVertexBlendMatrixIndex = 0;
4119 pCaps->MaxAnisotropy = gl_info->max_anisotropy;
4120 pCaps->MaxPointSize = gl_info->max_pointsize;
4123 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4124 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4125 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4126 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4127 WINED3DVTXPCAPS_LOCALVIEWER |
4128 WINED3DVTXPCAPS_VERTEXFOG |
4129 WINED3DVTXPCAPS_TEXGEN;
4131 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4132 pCaps->MaxVertexIndex = 0xFFFFF;
4133 pCaps->MaxStreams = MAX_STREAMS;
4134 pCaps->MaxStreamStride = 1024;
4136 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4137 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4138 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4139 pCaps->MaxNpatchTessellationLevel = 0;
4140 pCaps->MasterAdapterOrdinal = 0;
4141 pCaps->AdapterOrdinalInGroup = 0;
4142 pCaps->NumberOfAdaptersInGroup = 1;
4144 pCaps->NumSimultaneousRTs = gl_info->max_buffers;
4146 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4147 WINED3DPTFILTERCAPS_MAGFPOINT |
4148 WINED3DPTFILTERCAPS_MINFLINEAR |
4149 WINED3DPTFILTERCAPS_MAGFLINEAR;
4150 pCaps->VertexTextureFilterCaps = 0;
4152 memset(&shader_caps, 0, sizeof(shader_caps));
4153 shader_backend = select_shader_backend(adapter, DeviceType);
4154 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4156 memset(&fragment_caps, 0, sizeof(fragment_caps));
4157 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4158 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4160 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4161 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4163 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4164 * Ignore shader model capabilities if disabled in config
4166 if(vs_selected_mode == SHADER_NONE) {
4167 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4168 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4169 pCaps->MaxVertexShaderConst = 0;
4171 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4172 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4175 if(ps_selected_mode == SHADER_NONE) {
4176 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4177 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4178 pCaps->PixelShader1xMaxValue = 0.0f;
4180 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4181 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4184 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4185 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4186 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4188 pCaps->VS20Caps = shader_caps.VS20Caps;
4189 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4190 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4191 pCaps->PS20Caps = shader_caps.PS20Caps;
4192 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4193 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4195 /* The following caps are shader specific, but they are things we cannot detect, or which
4196 * are the same among all shader models. So to avoid code duplication set the shader version
4197 * specific, but otherwise constant caps here
4199 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4200 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4201 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4202 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4203 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4204 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.max_vs_arb_temps);
4205 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4207 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4208 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.max_vs_arb_instructions);
4209 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4210 pCaps->VS20Caps.Caps = 0;
4211 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4212 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.max_vs_arb_temps);
4213 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4215 pCaps->MaxVShaderInstructionsExecuted = 65535;
4216 pCaps->MaxVertexShader30InstructionSlots = 0;
4217 } else { /* VS 1.x */
4218 pCaps->VS20Caps.Caps = 0;
4219 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4220 pCaps->VS20Caps.NumTemps = 0;
4221 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4223 pCaps->MaxVShaderInstructionsExecuted = 0;
4224 pCaps->MaxVertexShader30InstructionSlots = 0;
4227 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4228 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4229 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4231 /* 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 */
4232 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4233 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4234 WINED3DPS20CAPS_PREDICATION |
4235 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4236 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4237 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4238 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.max_ps_arb_temps);
4239 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4240 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4242 pCaps->MaxPShaderInstructionsExecuted = 65535;
4243 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.max_ps_arb_instructions);
4244 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4245 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4246 pCaps->PS20Caps.Caps = 0;
4247 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4248 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.max_ps_arb_temps);
4249 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4250 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4252 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4253 pCaps->MaxPixelShader30InstructionSlots = 0;
4254 } else { /* PS 1.x */
4255 pCaps->PS20Caps.Caps = 0;
4256 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4257 pCaps->PS20Caps.NumTemps = 0;
4258 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4259 pCaps->PS20Caps.NumInstructionSlots = 0;
4261 pCaps->MaxPShaderInstructionsExecuted = 0;
4262 pCaps->MaxPixelShader30InstructionSlots = 0;
4265 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4266 /* OpenGL supports all the formats below, perhaps not always
4267 * without conversion, but it supports them.
4268 * Further GLSL doesn't seem to have an official unsigned type so
4269 * don't advertise it yet as I'm not sure how we handle it.
4270 * We might need to add some clamping in the shader engine to
4272 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4273 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4274 WINED3DDTCAPS_UBYTE4N |
4275 WINED3DDTCAPS_SHORT2N |
4276 WINED3DDTCAPS_SHORT4N;
4277 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4278 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4279 WINED3DDTCAPS_FLOAT16_4;
4282 pCaps->DeclTypes = 0;
4284 /* Set DirectDraw helper Caps */
4285 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4286 WINEDDCKEYCAPS_SRCBLT;
4287 fx_caps = WINEDDFXCAPS_BLTALPHA |
4288 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4289 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4290 WINEDDFXCAPS_BLTROTATION90 |
4291 WINEDDFXCAPS_BLTSHRINKX |
4292 WINEDDFXCAPS_BLTSHRINKXN |
4293 WINEDDFXCAPS_BLTSHRINKY |
4294 WINEDDFXCAPS_BLTSHRINKXN |
4295 WINEDDFXCAPS_BLTSTRETCHX |
4296 WINEDDFXCAPS_BLTSTRETCHXN |
4297 WINEDDFXCAPS_BLTSTRETCHY |
4298 WINEDDFXCAPS_BLTSTRETCHYN;
4299 blit_caps = WINEDDCAPS_BLT |
4300 WINEDDCAPS_BLTCOLORFILL |
4301 WINEDDCAPS_BLTDEPTHFILL |
4302 WINEDDCAPS_BLTSTRETCH |
4303 WINEDDCAPS_CANBLTSYSMEM |
4304 WINEDDCAPS_CANCLIP |
4305 WINEDDCAPS_CANCLIPSTRETCHED |
4306 WINEDDCAPS_COLORKEY |
4307 WINEDDCAPS_COLORKEYHWASSIST |
4308 WINEDDCAPS_ALIGNBOUNDARYSRC;
4310 /* Fill the ddraw caps structure */
4311 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4312 WINEDDCAPS_PALETTE |
4314 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4315 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4316 WINEDDCAPS2_PRIMARYGAMMA |
4317 WINEDDCAPS2_WIDESURFACES |
4318 WINEDDCAPS2_CANRENDERWINDOWED;
4319 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4320 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4321 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4322 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4323 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4324 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4325 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4326 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4327 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4329 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4330 WINEDDSCAPS_BACKBUFFER |
4332 WINEDDSCAPS_FRONTBUFFER |
4333 WINEDDSCAPS_OFFSCREENPLAIN |
4334 WINEDDSCAPS_PALETTE |
4335 WINEDDSCAPS_PRIMARYSURFACE |
4336 WINEDDSCAPS_SYSTEMMEMORY |
4337 WINEDDSCAPS_VIDEOMEMORY |
4338 WINEDDSCAPS_VISIBLE;
4339 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4341 /* Set D3D caps if OpenGL is available. */
4342 if (adapter->opengl)
4344 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4345 WINEDDSCAPS_MIPMAP |
4346 WINEDDSCAPS_TEXTURE |
4347 WINEDDSCAPS_ZBUFFER;
4348 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4354 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4355 and fields being inserted in the middle, a new structure is used in place */
4356 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4357 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4358 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4360 IWineD3DDeviceImpl *object = NULL;
4361 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4362 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4363 WINED3DDISPLAYMODE mode;
4364 const struct fragment_pipeline *frag_pipeline = NULL;
4366 struct fragment_caps ffp_caps;
4367 struct shader_caps shader_caps;
4370 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4371 * number and create a device without a 3D adapter for 2D only operation.
4373 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4374 return WINED3DERR_INVALIDCALL;
4377 /* Create a WineD3DDevice object */
4378 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4379 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4380 TRACE("Created WineD3DDevice object @ %p\n", object);
4381 if (NULL == object) {
4382 return WINED3DERR_OUTOFVIDEOMEMORY;
4385 /* Set up initial COM information */
4386 object->lpVtbl = &IWineD3DDevice_Vtbl;
4388 object->wineD3D = iface;
4389 object->adapter = This->adapter_count ? adapter : NULL;
4390 IWineD3D_AddRef(object->wineD3D);
4391 object->parent = parent;
4392 object->device_parent = device_parent;
4393 list_init(&object->resources);
4394 list_init(&object->shaders);
4396 if(This->dxVersion == 7) {
4397 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4399 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4401 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4403 /* Set the state up as invalid until the device is fully created */
4404 object->state = WINED3DERR_DRIVERINTERNALERROR;
4406 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4407 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4409 /* Save the creation parameters */
4410 object->createParms.AdapterOrdinal = Adapter;
4411 object->createParms.DeviceType = DeviceType;
4412 object->createParms.hFocusWindow = hFocusWindow;
4413 object->createParms.BehaviorFlags = BehaviourFlags;
4415 /* Initialize other useful values */
4416 object->adapterNo = Adapter;
4417 object->devType = DeviceType;
4419 select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode);
4420 object->shader_backend = select_shader_backend(adapter, DeviceType);
4422 memset(&shader_caps, 0, sizeof(shader_caps));
4423 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4424 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4425 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4426 object->vs_clipping = shader_caps.VSClipping;
4428 memset(&ffp_caps, 0, sizeof(ffp_caps));
4429 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4430 object->frag_pipe = frag_pipeline;
4431 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4432 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4433 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4434 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4435 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4438 IWineD3D_Release(object->wineD3D);
4439 HeapFree(GetProcessHeap(), 0, object);
4444 object->blitter = select_blit_implementation(adapter, DeviceType);
4446 /* set the state of the device to valid */
4447 object->state = WINED3D_OK;
4449 /* Get the initial screen setup for ddraw */
4450 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4452 object->ddraw_width = mode.Width;
4453 object->ddraw_height = mode.Height;
4454 object->ddraw_format = mode.Format;
4456 for(i = 0; i < PATCHMAP_SIZE; i++) {
4457 list_init(&object->patches[i]);
4460 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4465 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4466 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4467 IUnknown_AddRef(This->parent);
4468 *pParent = This->parent;
4472 static void WINE_GLAPI invalid_func(const void *data)
4474 ERR("Invalid vertex attribute function called\n");
4478 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4480 ERR("Invalid texcoord function called\n");
4484 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4485 * the extension detection and are used in drawStridedSlow
4487 static void WINE_GLAPI position_d3dcolor(const void *data)
4489 DWORD pos = *((const DWORD *)data);
4491 FIXME("Add a test for fixed function position from d3dcolor type\n");
4492 glVertex4s(D3DCOLOR_B_R(pos),
4498 static void WINE_GLAPI position_float4(const void *data)
4500 const GLfloat *pos = data;
4502 if (pos[3] != 0.0f && pos[3] != 1.0f)
4504 float w = 1.0f / pos[3];
4506 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4514 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4516 DWORD diffuseColor = *((const DWORD *)data);
4518 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4519 D3DCOLOR_B_G(diffuseColor),
4520 D3DCOLOR_B_B(diffuseColor),
4521 D3DCOLOR_B_A(diffuseColor));
4524 static void WINE_GLAPI specular_d3dcolor(const void *data)
4526 DWORD specularColor = *((const DWORD *)data);
4527 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4528 D3DCOLOR_B_G(specularColor),
4529 D3DCOLOR_B_B(specularColor)};
4531 specular_func_3ubv(d);
4534 static void WINE_GLAPI warn_no_specular_func(const void *data)
4536 WARN("GL_EXT_secondary_color not supported\n");
4539 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4541 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4542 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4543 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4544 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4545 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4546 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4547 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4548 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4549 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4550 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4551 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4552 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4553 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4554 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4555 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4556 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4557 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4559 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4560 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4561 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4562 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4563 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4564 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4565 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4566 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4567 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4568 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4569 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4570 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4571 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4572 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4573 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4574 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4575 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4577 /* No 4 component entry points here */
4578 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4579 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4580 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4581 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4583 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4585 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4586 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4587 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4588 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4590 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4592 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4593 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4594 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4595 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4596 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4597 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4598 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4599 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4600 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4601 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4602 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4603 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4605 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4606 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4608 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4609 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4610 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4611 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4612 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4613 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4614 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4615 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4616 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4617 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4618 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4619 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4620 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4621 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4622 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4623 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4624 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4626 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4627 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4628 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4629 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4630 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4631 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4632 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4633 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4634 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4635 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4636 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4637 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4638 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4639 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4640 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4641 if (GL_SUPPORT(NV_HALF_FLOAT))
4643 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4644 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4645 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4647 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4648 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4652 BOOL InitAdapters(IWineD3DImpl *This)
4654 static HMODULE mod_gl;
4656 int ps_selected_mode, vs_selected_mode;
4658 /* No need to hold any lock. The calling library makes sure only one thread calls
4659 * wined3d simultaneously
4662 TRACE("Initializing adapters\n");
4665 #ifdef USE_WIN32_OPENGL
4666 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4667 mod_gl = LoadLibraryA("opengl32.dll");
4669 ERR("Can't load opengl32.dll!\n");
4673 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4674 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4675 mod_gl = GetModuleHandleA("gdi32.dll");
4679 /* Load WGL core functions from opengl32.dll */
4680 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4684 if(!pwglGetProcAddress) {
4685 ERR("Unable to load wglGetProcAddress!\n");
4689 /* Dynamically load all GL core functions */
4693 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4694 * otherwise because we have to use winex11.drv's override
4696 #ifdef USE_WIN32_OPENGL
4697 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4698 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4700 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4701 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4704 glEnableWINE = glEnable;
4705 glDisableWINE = glDisable;
4707 /* For now only one default adapter */
4709 struct wined3d_adapter *adapter = &This->adapters[0];
4710 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4711 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4715 WineD3D_PixelFormat *cfgs;
4716 DISPLAY_DEVICEW DisplayDevice;
4719 TRACE("Initializing default adapter\n");
4721 adapter->monitorPoint.x = -1;
4722 adapter->monitorPoint.y = -1;
4724 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4726 ERR("Failed to get a gl context for default adapter\n");
4730 ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
4732 ERR("Failed to initialize gl caps for default adapter\n");
4733 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4736 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4738 ERR("Failed to init gl formats\n");
4739 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4743 hdc = fake_gl_ctx.dc;
4745 /* Use the VideoRamSize registry setting when set */
4746 if(wined3d_settings.emulated_textureram)
4747 adapter->TextureRam = wined3d_settings.emulated_textureram;
4749 adapter->TextureRam = adapter->gl_info.vidmem;
4750 adapter->UsedTextureRam = 0;
4751 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4753 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4754 DisplayDevice.cb = sizeof(DisplayDevice);
4755 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4756 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4757 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4759 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4766 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4767 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4769 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4770 cfgs = adapter->cfgs;
4771 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4772 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4773 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4774 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4775 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4776 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4777 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4778 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4779 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4780 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4782 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4784 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4789 /* Cache the pixel format */
4790 cfgs->iPixelFormat = iPixelFormat;
4791 cfgs->redSize = values[0];
4792 cfgs->greenSize = values[1];
4793 cfgs->blueSize = values[2];
4794 cfgs->alphaSize = values[3];
4795 cfgs->depthSize = values[4];
4796 cfgs->stencilSize = values[5];
4797 cfgs->windowDrawable = values[6];
4798 cfgs->iPixelType = values[7];
4799 cfgs->doubleBuffer = values[8];
4800 cfgs->auxBuffers = values[9];
4802 cfgs->pbufferDrawable = FALSE;
4803 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4804 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4805 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4807 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4808 cfgs->pbufferDrawable = value;
4811 cfgs->numSamples = 0;
4812 /* Check multisample support */
4813 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4814 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4816 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4817 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4818 * value[1] = number of multi sample buffers*/
4820 cfgs->numSamples = value[1];
4824 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4830 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4831 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4832 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4834 cfgs = adapter->cfgs;
4835 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4837 PIXELFORMATDESCRIPTOR ppfd;
4839 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4843 /* We only want HW acceleration using an OpenGL ICD driver.
4844 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4845 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4847 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4849 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4853 cfgs->iPixelFormat = iPixelFormat;
4854 cfgs->redSize = ppfd.cRedBits;
4855 cfgs->greenSize = ppfd.cGreenBits;
4856 cfgs->blueSize = ppfd.cBlueBits;
4857 cfgs->alphaSize = ppfd.cAlphaBits;
4858 cfgs->depthSize = ppfd.cDepthBits;
4859 cfgs->stencilSize = ppfd.cStencilBits;
4860 cfgs->pbufferDrawable = 0;
4861 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4862 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4863 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4864 cfgs->auxBuffers = ppfd.cAuxBuffers;
4865 cfgs->numSamples = 0;
4867 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4872 /* 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 */
4875 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4877 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4878 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4883 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4884 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4885 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4886 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4887 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4888 * driver is allowed to consume more bits EXCEPT for stencil bits.
4890 * Mark an adapter with this broken stencil behavior.
4892 adapter->brokenStencil = TRUE;
4893 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4895 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4896 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4897 adapter->brokenStencil = FALSE;
4902 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4904 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4905 fillGLAttribFuncs(&adapter->gl_info);
4906 adapter->opengl = TRUE;
4908 This->adapter_count = 1;
4909 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4914 /* Initialize an adapter for ddraw-only memory counting */
4915 memset(This->adapters, 0, sizeof(This->adapters));
4916 This->adapters[0].num = 0;
4917 This->adapters[0].opengl = FALSE;
4918 This->adapters[0].monitorPoint.x = -1;
4919 This->adapters[0].monitorPoint.y = -1;
4921 This->adapters[0].driver_info.name = "Display";
4922 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4923 if(wined3d_settings.emulated_textureram) {
4924 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4926 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4929 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4931 This->adapter_count = 1;
4935 /**********************************************************
4936 * IWineD3D VTbl follows
4937 **********************************************************/
4939 const IWineD3DVtbl IWineD3D_Vtbl =
4942 IWineD3DImpl_QueryInterface,
4943 IWineD3DImpl_AddRef,
4944 IWineD3DImpl_Release,
4946 IWineD3DImpl_GetParent,
4947 IWineD3DImpl_GetAdapterCount,
4948 IWineD3DImpl_RegisterSoftwareDevice,
4949 IWineD3DImpl_GetAdapterMonitor,
4950 IWineD3DImpl_GetAdapterModeCount,
4951 IWineD3DImpl_EnumAdapterModes,
4952 IWineD3DImpl_GetAdapterDisplayMode,
4953 IWineD3DImpl_GetAdapterIdentifier,
4954 IWineD3DImpl_CheckDeviceMultiSampleType,
4955 IWineD3DImpl_CheckDepthStencilMatch,
4956 IWineD3DImpl_CheckDeviceType,
4957 IWineD3DImpl_CheckDeviceFormat,
4958 IWineD3DImpl_CheckDeviceFormatConversion,
4959 IWineD3DImpl_GetDeviceCaps,
4960 IWineD3DImpl_CreateDevice
4963 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4965 const struct wined3d_parent_ops wined3d_null_parent_ops =
4967 wined3d_null_wined3d_object_destroyed,