2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter,
164 WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat, DWORD Usage,
165 WINED3DRESOURCETYPE RType, enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType);
167 const struct min_lookup minMipLookup[] =
169 /* NONE POINT LINEAR */
170 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
171 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
172 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
175 const struct min_lookup minMipLookup_noFilter[] =
177 /* NONE POINT LINEAR */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
180 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
183 const struct min_lookup minMipLookup_noMip[] =
185 /* NONE POINT LINEAR */
186 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
187 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
188 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
191 const GLenum magLookup[] =
193 /* NONE POINT LINEAR */
194 GL_NEAREST, GL_NEAREST, GL_LINEAR,
197 const GLenum magLookup_noFilter[] =
199 /* NONE POINT LINEAR */
200 GL_NEAREST, GL_NEAREST, GL_NEAREST,
203 /* drawStridedSlow attributes */
204 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc specular_func_3ubv;
207 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
208 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
209 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
212 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
213 * i.e., there is no GL Context - Get a default rendering context to enable the
214 * function query some info from GL.
217 struct wined3d_fake_gl_ctx
223 HGLRC restore_gl_ctx;
226 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
228 TRACE_(d3d_caps)("Destroying fake GL context.\n");
230 if (!pwglMakeCurrent(NULL, NULL))
232 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
235 if (!pwglDeleteContext(ctx->gl_ctx))
237 DWORD err = GetLastError();
238 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
241 ReleaseDC(ctx->wnd, ctx->dc);
242 DestroyWindow(ctx->wnd);
244 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
246 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
250 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
252 PIXELFORMATDESCRIPTOR pfd;
255 TRACE("getting context...\n");
257 ctx->restore_dc = pwglGetCurrentDC();
258 ctx->restore_gl_ctx = pwglGetCurrentContext();
260 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
261 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
262 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
265 ERR_(d3d_caps)("Failed to create a window.\n");
269 ctx->dc = GetDC(ctx->wnd);
272 ERR_(d3d_caps)("Failed to get a DC.\n");
276 /* PixelFormat selection */
277 ZeroMemory(&pfd, sizeof(pfd));
278 pfd.nSize = sizeof(pfd);
280 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
281 pfd.iPixelType = PFD_TYPE_RGBA;
283 pfd.iLayerType = PFD_MAIN_PLANE;
285 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
288 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
289 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
292 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
293 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
295 /* Create a GL context. */
296 ctx->gl_ctx = pwglCreateContext(ctx->dc);
299 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
303 /* Make it the current GL context. */
304 if (!context_set_current(NULL))
306 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
309 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
311 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
318 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
320 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
322 if (ctx->wnd) DestroyWindow(ctx->wnd);
324 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
326 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
332 /* Adjust the amount of used texture memory */
333 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
335 struct wined3d_adapter *adapter = device->adapter;
337 adapter->UsedTextureRam += glram;
338 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
339 return adapter->UsedTextureRam;
342 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
344 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
345 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
348 /**********************************************************
349 * IUnknown parts follows
350 **********************************************************/
352 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
356 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
357 if (IsEqualGUID(riid, &IID_IUnknown)
358 || IsEqualGUID(riid, &IID_IWineD3DBase)
359 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
360 IUnknown_AddRef(iface);
365 return E_NOINTERFACE;
368 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
369 IWineD3DImpl *This = (IWineD3DImpl *)iface;
370 ULONG refCount = InterlockedIncrement(&This->ref);
372 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
376 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
377 IWineD3DImpl *This = (IWineD3DImpl *)iface;
379 TRACE("(%p) : Releasing from %d\n", This, This->ref);
380 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
420 if(glGetError() != 0) {
421 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
422 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424 } else TRACE("OpenGL implementation allows offsets > 63\n");
426 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
427 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
428 checkGLcall("ARB vp offset limit test cleanup");
433 static DWORD ver_for_ext(GL_SupportedExt ext)
436 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
437 if(EXTENSION_MAP[i].extension == ext) {
438 return EXTENSION_MAP[i].version;
444 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
445 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 if (card_vendor != HW_VENDOR_ATI) return FALSE;
448 if (device == CARD_ATI_RADEON_9500) return TRUE;
449 if (device == CARD_ATI_RADEON_X700) return TRUE;
450 if (device == CARD_ATI_RADEON_X1600) return TRUE;
454 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
455 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 if (card_vendor == HW_VENDOR_NVIDIA)
459 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
460 device == CARD_NVIDIA_GEFORCEFX_5600 ||
461 device == CARD_NVIDIA_GEFORCEFX_5800)
469 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
470 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
473 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
474 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
477 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
478 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
479 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
480 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
481 * the chance that other implementations support them is rather small since Win32 QuickTime uses
482 * DirectDraw, not OpenGL.
484 * This test has been moved into wined3d_guess_gl_vendor()
486 if (gl_vendor == GL_VENDOR_APPLE)
493 /* Context activation is done by the caller. */
494 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
497 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
498 * all the texture. This function detects this bug by its symptom and disables PBOs
501 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
502 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
503 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
504 * read back is compared to the original. If they are equal PBOs are assumed to work,
505 * otherwise the PBO extension is disabled. */
507 static const unsigned int pattern[] =
509 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
510 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
511 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
512 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516 /* No PBO -> No point in testing them. */
517 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
521 while (glGetError());
522 glGenTextures(1, &texture);
523 glBindTexture(GL_TEXTURE_2D, texture);
525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
527 checkGLcall("Specifying the PBO test texture");
529 GL_EXTCALL(glGenBuffersARB(1, &pbo));
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
531 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
532 checkGLcall("Specifying the PBO test pbo");
534 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
535 checkGLcall("Loading the PBO test texture");
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
540 wglFinish(); /* just to be sure */
542 memset(check, 0, sizeof(check));
544 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
545 checkGLcall("Reading back the PBO test texture");
547 glDeleteTextures(1, &texture);
548 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
549 checkGLcall("PBO test cleanup");
553 if (memcmp(check, pattern, sizeof(check)))
555 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
556 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
557 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
561 TRACE_(d3d_caps)("PBO test successful.\n");
565 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
571 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
575 if (card_vendor != HW_VENDOR_ATI) return FALSE;
576 if (device == CARD_ATI_RADEON_X1600) return FALSE;
580 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
581 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 return gl_vendor == GL_VENDOR_FGLRX;
587 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
591 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
592 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
593 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
596 * dx10 cards usually have 64 varyings */
597 return gl_info->limits.glsl_varyings > 44;
600 /* A GL context is provided by the caller */
601 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
602 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
607 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
611 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
612 error = glGetError();
615 if(error == GL_NO_ERROR)
617 TRACE("GL Implementation accepts 4 component specular color pointers\n");
622 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
623 debug_glerror(error));
628 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
629 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
632 return gl_info->supported[NV_TEXTURE_SHADER];
635 /* A GL context is provided by the caller */
636 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
637 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
642 const char *testcode =
644 "OPTION NV_vertex_program2;\n"
645 "MOV result.clip[0], 0.0;\n"
646 "MOV result.position, 0.0;\n"
649 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
654 GL_EXTCALL(glGenProgramsARB(1, &prog));
657 ERR("Failed to create the NVvp clip test program\n");
661 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
662 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
663 strlen(testcode), testcode));
664 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
667 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
668 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
672 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
675 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
676 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
682 /* Context activation is done by the caller. */
683 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
684 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 char data[4 * 4 * 4];
690 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692 memset(data, 0xcc, sizeof(data));
696 glGenTextures(1, &tex);
697 glBindTexture(GL_TEXTURE_2D, tex);
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
700 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
701 checkGLcall("glTexImage2D");
703 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
704 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
705 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
706 checkGLcall("glFramebufferTexture2D");
708 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
709 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
710 checkGLcall("glCheckFramebufferStatus");
712 memset(data, 0x11, sizeof(data));
713 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
714 checkGLcall("glTexSubImage2D");
716 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
717 glClear(GL_COLOR_BUFFER_BIT);
718 checkGLcall("glClear");
720 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
721 checkGLcall("glGetTexImage");
723 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
724 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
725 glBindTexture(GL_TEXTURE_2D, 0);
726 checkGLcall("glBindTexture");
728 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
729 glDeleteTextures(1, &tex);
730 checkGLcall("glDeleteTextures");
734 return *(DWORD *)data == 0x11111111;
737 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
740 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
741 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
742 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
745 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 quirk_arb_constants(gl_info);
748 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
749 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
750 * allow 48 different offsets or other helper immediate values. */
751 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
752 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
755 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
756 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
757 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
758 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
759 * most games, but avoids the crash
761 * A more sophisticated way would be to find all units that need texture coordinates and enable
762 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
763 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765 * Note that disabling the extension entirely does not gain predictability because there is no point
766 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
767 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 if (gl_info->supported[ARB_POINT_SPRITE])
771 TRACE("Limiting point sprites to one texture unit.\n");
772 gl_info->limits.point_sprite_units = 1;
776 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 quirk_arb_constants(gl_info);
780 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
781 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
782 * If real NP2 textures are used, the driver falls back to software. We could just remove the
783 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
784 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
785 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
786 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
789 * has this extension promoted to core. The extension loading code sets this extension supported
790 * due to that, so this code works on fglrx as well. */
791 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
794 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
795 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
798 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
799 * it is generally more efficient. Reserve just 8 constants. */
800 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
801 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
804 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
807 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
808 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
809 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
810 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
811 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
813 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
814 * triggering the software fallback. There is not much we can do here apart from disabling the
815 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
816 * in IWineD3DImpl_FillGLCaps).
817 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
818 * post-processing effects in the game "Max Payne 2").
819 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
820 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
821 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
822 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
825 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
828 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
829 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
830 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
831 * according to the spec.
833 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
834 * makes the shader slower and eats instruction slots which should be available to the d3d app.
836 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
837 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
838 * this workaround is activated on cards that do not need it, it won't break things, just affect
839 * performance negatively. */
840 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
841 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
844 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
849 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
854 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
857 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
860 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
865 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
872 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
873 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
874 void (*apply)(struct wined3d_gl_info *gl_info);
875 const char *description;
878 static const struct driver_quirk quirk_table[] =
881 match_ati_r300_to_500,
883 "ATI GLSL constant and normalized texrect quirk"
885 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
886 * used it falls back to software. While the compiler can detect if the shader uses all declared
887 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
888 * using relative addressing falls back to software.
890 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
893 quirk_apple_glsl_constants,
894 "Apple GLSL uniform override"
899 "Geforce 5 NP2 disable"
904 "Init texcoord .w for Apple Intel GPU driver"
907 match_apple_nonr500ati,
909 "Init texcoord .w for Apple ATI >= r600 GPU driver"
913 quirk_one_point_sprite,
914 "Fglrx point sprite crash workaround"
919 "Reserved varying for gl_ClipPos"
922 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
923 * GL implementations accept it. The Mac GL is the only implementation known to
926 * If we can pass 4 component specular colors, do it, because (a) we don't have
927 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
928 * passes specular alpha to the pixel shader if any is used. Otherwise the
929 * specular alpha is used to pass the fog coordinate, which we pass to opengl
930 * via GL_EXT_fog_coord.
932 match_allows_spec_alpha,
933 quirk_allows_specular_alpha,
934 "Allow specular alpha quirk"
937 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
942 "Apple NV_texture_shader disable"
945 match_broken_nv_clip,
946 quirk_disable_nvvp_clip,
947 "Apple NV_vertex_program clip bug quirk"
950 match_fbo_tex_update,
951 quirk_fbo_tex_update,
952 "FBO rebind for attachment updates"
956 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
957 * reporting a driver version is moot because we are not the Windows driver, and we have different
958 * bugs, features, etc.
960 * The driver version has the form "x.y.z.w".
962 * "x" is the Windows version the driver is meant for:
969 * "y" is the Direct3D level the driver supports:
976 * "z" is unknown, possibly vendor specific.
978 * "w" is the vendor specific driver version.
980 struct driver_version_information
982 WORD vendor; /* reported PCI card vendor ID */
983 WORD card; /* reported PCI card device ID */
984 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
985 WORD d3d_level; /* driver hiword to report */
986 WORD lopart_hi, lopart_lo; /* driver loword to report */
989 static const struct driver_version_information driver_version_table[] =
991 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
992 * 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
993 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
994 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
996 * All version numbers used below are from the Linux nvidia drivers. */
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", 15, 11, 9745 },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", 15, 11, 9745 },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1036 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1039 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1040 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1041 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1042 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1043 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1044 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1045 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1046 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1047 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1048 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1050 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1053 static void init_driver_info(struct wined3d_driver_info *driver_info,
1054 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1056 OSVERSIONINFOW os_version;
1057 WORD driver_os_version;
1060 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1062 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1063 vendor = wined3d_settings.pci_vendor_id;
1065 driver_info->vendor = vendor;
1067 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1069 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1070 device = wined3d_settings.pci_device_id;
1072 driver_info->device = device;
1077 driver_info->name = "ati2dvag.dll";
1080 case HW_VENDOR_NVIDIA:
1081 driver_info->name = "nv4_disp.dll";
1084 case HW_VENDOR_INTEL:
1086 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1087 driver_info->name = "Display";
1091 memset(&os_version, 0, sizeof(os_version));
1092 os_version.dwOSVersionInfoSize = sizeof(os_version);
1093 if (!GetVersionExW(&os_version))
1095 ERR("Failed to get OS version, reporting 2000/XP.\n");
1096 driver_os_version = 6;
1100 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1101 switch (os_version.dwMajorVersion)
1104 driver_os_version = 4;
1108 driver_os_version = 6;
1112 if (os_version.dwMinorVersion == 0)
1114 driver_os_version = 7;
1118 if (os_version.dwMinorVersion > 1)
1120 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1121 os_version.dwMajorVersion, os_version.dwMinorVersion);
1123 driver_os_version = 8;
1128 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1129 os_version.dwMajorVersion, os_version.dwMinorVersion);
1130 driver_os_version = 6;
1135 driver_info->description = "Direct3D HAL";
1136 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1137 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1139 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1141 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1143 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1145 driver_info->description = driver_version_table[i].description;
1146 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1147 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1148 driver_version_table[i].lopart_lo);
1153 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1154 driver_info->version_high, driver_info->version_low);
1157 /* Context activation is done by the caller. */
1158 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1159 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1163 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1165 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1166 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1167 quirk_table[i].apply(gl_info);
1170 /* Find out if PBOs work as they are supposed to. */
1171 test_pbo_functionality(gl_info);
1174 static DWORD wined3d_parse_gl_version(const char *gl_version)
1176 const char *ptr = gl_version;
1180 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1182 while (isdigit(*ptr)) ++ptr;
1183 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1187 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1189 return MAKEDWORD_VERSION(major, minor);
1192 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1195 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1196 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1197 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1199 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1200 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1201 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1202 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1203 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1204 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1205 * DirectDraw, not OpenGL. */
1206 if (gl_info->supported[APPLE_FENCE]
1207 && gl_info->supported[APPLE_CLIENT_STORAGE]
1208 && gl_info->supported[APPLE_FLUSH_RENDER]
1209 && gl_info->supported[APPLE_YCBCR_422])
1210 return GL_VENDOR_APPLE;
1212 if (strstr(gl_vendor_string, "NVIDIA"))
1213 return GL_VENDOR_NVIDIA;
1215 if (strstr(gl_vendor_string, "ATI"))
1216 return GL_VENDOR_FGLRX;
1218 if (strstr(gl_vendor_string, "Intel(R)")
1219 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1220 || strstr(gl_renderer, "Intel")
1221 || strstr(gl_vendor_string, "Intel Inc."))
1222 return GL_VENDOR_INTEL;
1224 if (strstr(gl_vendor_string, "Mesa")
1225 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1226 || strstr(gl_vendor_string, "DRI R300 Project")
1227 || strstr(gl_vendor_string, "X.Org R300 Project")
1228 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1229 || strstr(gl_vendor_string, "VMware, Inc.")
1230 || strstr(gl_renderer, "Mesa")
1231 || strstr(gl_renderer, "Gallium"))
1232 return GL_VENDOR_MESA;
1234 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1235 debugstr_a(gl_vendor_string));
1237 return GL_VENDOR_UNKNOWN;
1240 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1242 if (strstr(gl_vendor_string, "NVIDIA"))
1243 return HW_VENDOR_NVIDIA;
1245 if (strstr(gl_vendor_string, "ATI")
1246 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1247 || strstr(gl_vendor_string, "X.Org R300 Project")
1248 || strstr(gl_renderer, "R100")
1249 || strstr(gl_renderer, "R200")
1250 || strstr(gl_renderer, "R300")
1251 || strstr(gl_renderer, "R600")
1252 || strstr(gl_renderer, "R700"))
1253 return HW_VENDOR_ATI;
1255 if (strstr(gl_vendor_string, "Intel(R)")
1256 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1257 || strstr(gl_renderer, "Intel")
1258 || strstr(gl_vendor_string, "Intel Inc."))
1259 return HW_VENDOR_INTEL;
1261 if (strstr(gl_vendor_string, "Mesa")
1262 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1263 || strstr(gl_vendor_string, "VMware, Inc."))
1264 return HW_VENDOR_SOFTWARE;
1266 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1268 return HW_VENDOR_NVIDIA;
1273 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1274 const char *gl_renderer, unsigned int *vidmem)
1276 if (WINE_D3D10_CAPABLE(gl_info))
1278 /* Geforce 400 - highend */
1279 if (strstr(gl_renderer, "GTX 480"))
1282 return CARD_NVIDIA_GEFORCE_GTX480;
1285 /* Geforce 400 - midend high */
1286 if (strstr(gl_renderer, "GTX 470"))
1289 return CARD_NVIDIA_GEFORCE_GTX470;
1292 /* Geforce 300 highend mobile */
1293 if (strstr(gl_renderer, "GTS 350M")
1294 || strstr(gl_renderer, "GTS 360M"))
1297 return CARD_NVIDIA_GEFORCE_GTS350M;
1300 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1301 if (strstr(gl_renderer, "GT 325M")
1302 || strstr(gl_renderer, "GT 330M"))
1305 return CARD_NVIDIA_GEFORCE_GT325M;
1308 /* Geforce 200 - highend */
1309 if (strstr(gl_renderer, "GTX 280")
1310 || strstr(gl_renderer, "GTX 285")
1311 || strstr(gl_renderer, "GTX 295"))
1314 return CARD_NVIDIA_GEFORCE_GTX280;
1317 /* Geforce 200 - midend high */
1318 if (strstr(gl_renderer, "GTX 275"))
1321 return CARD_NVIDIA_GEFORCE_GTX275;
1324 /* Geforce 200 - midend */
1325 if (strstr(gl_renderer, "GTX 260"))
1328 return CARD_NVIDIA_GEFORCE_GTX260;
1330 /* Geforce 200 - midend */
1331 if (strstr(gl_renderer, "GT 240"))
1334 return CARD_NVIDIA_GEFORCE_GT240;
1337 /* Geforce 200 lowend */
1338 if (strstr(gl_renderer, "GT 220"))
1340 *vidmem = 512; /* The GT 220 has 512-1024MB */
1341 return CARD_NVIDIA_GEFORCE_GT220;
1343 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1344 if (strstr(gl_renderer, "Geforce 210")
1345 || strstr(gl_renderer, "G 210")
1346 || strstr(gl_renderer, "Geforce 305")
1347 || strstr(gl_renderer, "Geforce 310"))
1350 return CARD_NVIDIA_GEFORCE_210;
1353 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1354 if (strstr(gl_renderer, "9800")
1355 || strstr(gl_renderer, "GTS 150")
1356 || strstr(gl_renderer, "GTS 250"))
1359 return CARD_NVIDIA_GEFORCE_9800GT;
1362 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1363 if (strstr(gl_renderer, "9600")
1364 || strstr(gl_renderer, "GT 140"))
1366 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1367 return CARD_NVIDIA_GEFORCE_9600GT;
1370 /* Geforce9 - midend low / Geforce 200 - low */
1371 if (strstr(gl_renderer, "9500")
1372 || strstr(gl_renderer, "GT 120")
1373 || strstr(gl_renderer, "GT 130"))
1375 *vidmem = 256; /* The 9500GT has 256-1024MB */
1376 return CARD_NVIDIA_GEFORCE_9500GT;
1379 /* Geforce9 - lowend */
1380 if (strstr(gl_renderer, "9400"))
1382 *vidmem = 256; /* The 9400GT has 256-1024MB */
1383 return CARD_NVIDIA_GEFORCE_9400GT;
1386 /* Geforce9 - lowend low */
1387 if (strstr(gl_renderer, "9100")
1388 || strstr(gl_renderer, "9200")
1389 || strstr(gl_renderer, "9300")
1390 || strstr(gl_renderer, "G 100"))
1392 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1393 return CARD_NVIDIA_GEFORCE_9200;
1396 /* Geforce8 - highend high*/
1397 if (strstr(gl_renderer, "8800 GTX"))
1400 return CARD_NVIDIA_GEFORCE_8800GTX;
1403 /* Geforce8 - highend */
1404 if (strstr(gl_renderer, "8800"))
1406 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1407 return CARD_NVIDIA_GEFORCE_8800GTS;
1410 /* Geforce8 - midend mobile */
1411 if (strstr(gl_renderer, "8600 M"))
1414 return CARD_NVIDIA_GEFORCE_8600MGT;
1417 /* Geforce8 - midend */
1418 if (strstr(gl_renderer, "8600")
1419 || strstr(gl_renderer, "8700"))
1422 return CARD_NVIDIA_GEFORCE_8600GT;
1425 /* Geforce8 - mid-lowend */
1426 if (strstr(gl_renderer, "8400")
1427 || strstr(gl_renderer, "8500"))
1429 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1430 return CARD_NVIDIA_GEFORCE_8400GS;
1433 /* Geforce8 - lowend */
1434 if (strstr(gl_renderer, "8100")
1435 || strstr(gl_renderer, "8200")
1436 || strstr(gl_renderer, "8300"))
1438 *vidmem = 128; /* 128-256MB for a 8300 */
1439 return CARD_NVIDIA_GEFORCE_8300GS;
1442 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1444 return CARD_NVIDIA_GEFORCE_8300GS;
1447 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1448 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1450 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1452 /* Geforce7 - highend */
1453 if (strstr(gl_renderer, "7800")
1454 || strstr(gl_renderer, "7900")
1455 || strstr(gl_renderer, "7950")
1456 || strstr(gl_renderer, "Quadro FX 4")
1457 || strstr(gl_renderer, "Quadro FX 5"))
1459 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1460 return CARD_NVIDIA_GEFORCE_7800GT;
1463 /* Geforce7 midend */
1464 if (strstr(gl_renderer, "7600")
1465 || strstr(gl_renderer, "7700"))
1467 *vidmem = 256; /* The 7600 uses 256-512MB */
1468 return CARD_NVIDIA_GEFORCE_7600;
1471 /* Geforce7 lower medium */
1472 if (strstr(gl_renderer, "7400"))
1474 *vidmem = 256; /* The 7400 uses 256-512MB */
1475 return CARD_NVIDIA_GEFORCE_7400;
1478 /* Geforce7 lowend */
1479 if (strstr(gl_renderer, "7300"))
1481 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1482 return CARD_NVIDIA_GEFORCE_7300;
1485 /* Geforce6 highend */
1486 if (strstr(gl_renderer, "6800"))
1488 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1489 return CARD_NVIDIA_GEFORCE_6800;
1492 /* Geforce6 - midend */
1493 if (strstr(gl_renderer, "6600")
1494 || strstr(gl_renderer, "6610")
1495 || strstr(gl_renderer, "6700"))
1497 *vidmem = 128; /* A 6600GT has 128-256MB */
1498 return CARD_NVIDIA_GEFORCE_6600GT;
1501 /* Geforce6/7 lowend */
1503 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1506 if (WINE_D3D9_CAPABLE(gl_info))
1508 /* GeforceFX - highend */
1509 if (strstr(gl_renderer, "5800")
1510 || strstr(gl_renderer, "5900")
1511 || strstr(gl_renderer, "5950")
1512 || strstr(gl_renderer, "Quadro FX"))
1514 *vidmem = 256; /* 5800-5900 cards use 256MB */
1515 return CARD_NVIDIA_GEFORCEFX_5800;
1518 /* GeforceFX - midend */
1519 if (strstr(gl_renderer, "5600")
1520 || strstr(gl_renderer, "5650")
1521 || strstr(gl_renderer, "5700")
1522 || strstr(gl_renderer, "5750"))
1524 *vidmem = 128; /* A 5600 uses 128-256MB */
1525 return CARD_NVIDIA_GEFORCEFX_5600;
1528 /* GeforceFX - lowend */
1529 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1530 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1533 if (WINE_D3D8_CAPABLE(gl_info))
1535 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1537 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1538 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1541 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1542 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1545 if (WINE_D3D7_CAPABLE(gl_info))
1547 if (strstr(gl_renderer, "GeForce4 MX"))
1549 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1550 * early models had 32MB but most have 64MB or even 128MB. */
1552 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1555 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1557 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1558 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1561 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1563 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1564 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1567 /* Most Geforce1 cards have 32MB, there are also some rare 16
1568 * and 64MB (Dell) models. */
1570 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1573 if (strstr(gl_renderer, "TNT2"))
1575 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1576 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1579 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1580 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1584 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1585 const char *gl_renderer, unsigned int *vidmem)
1587 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1589 * Beware: renderer string do not match exact card model,
1590 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1591 if (WINE_D3D10_CAPABLE(gl_info))
1593 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1594 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1595 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1596 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1598 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1599 return CARD_ATI_RADEON_HD5800;
1602 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1603 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1604 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1605 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1607 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1608 return CARD_ATI_RADEON_HD5700;
1611 /* Radeon R7xx HD4800 - highend */
1612 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1613 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1614 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1615 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1616 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1618 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1619 return CARD_ATI_RADEON_HD4800;
1622 /* Radeon R740 HD4700 - midend */
1623 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1624 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1627 return CARD_ATI_RADEON_HD4700;
1630 /* Radeon R730 HD4600 - midend */
1631 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1632 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1633 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1636 return CARD_ATI_RADEON_HD4600;
1639 /* Radeon R710 HD4500/HD4350 - lowend */
1640 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1641 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1644 return CARD_ATI_RADEON_HD4350;
1647 /* Radeon R6xx HD2900/HD3800 - highend */
1648 if (strstr(gl_renderer, "HD 2900")
1649 || strstr(gl_renderer, "HD 3870")
1650 || strstr(gl_renderer, "HD 3850"))
1652 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1653 return CARD_ATI_RADEON_HD2900;
1656 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1657 if (strstr(gl_renderer, "HD 2600")
1658 || strstr(gl_renderer, "HD 3830")
1659 || strstr(gl_renderer, "HD 3690")
1660 || strstr(gl_renderer, "HD 3650"))
1662 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1663 return CARD_ATI_RADEON_HD2600;
1666 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1667 * Note HD2300=DX9, HD2350=DX10 */
1668 if (strstr(gl_renderer, "HD 2350")
1669 || strstr(gl_renderer, "HD 2400")
1670 || strstr(gl_renderer, "HD 3470")
1671 || strstr(gl_renderer, "HD 3450")
1672 || strstr(gl_renderer, "HD 3430")
1673 || strstr(gl_renderer, "HD 3400"))
1675 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1676 return CARD_ATI_RADEON_HD2350;
1679 /* Radeon R6xx/R7xx integrated */
1680 if (strstr(gl_renderer, "HD 3100")
1681 || strstr(gl_renderer, "HD 3200")
1682 || strstr(gl_renderer, "HD 3300"))
1684 *vidmem = 128; /* 128MB */
1685 return CARD_ATI_RADEON_HD3200;
1688 /* Default for when no GPU has been found */
1689 *vidmem = 128; /* 128MB */
1690 return CARD_ATI_RADEON_HD3200;
1693 if (WINE_D3D8_CAPABLE(gl_info))
1696 if (strstr(gl_renderer, "X1600")
1697 || strstr(gl_renderer, "X1650")
1698 || strstr(gl_renderer, "X1800")
1699 || strstr(gl_renderer, "X1900")
1700 || strstr(gl_renderer, "X1950"))
1702 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1703 return CARD_ATI_RADEON_X1600;
1706 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1707 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1708 if (strstr(gl_renderer, "X700")
1709 || strstr(gl_renderer, "X800")
1710 || strstr(gl_renderer, "X850")
1711 || strstr(gl_renderer, "X1300")
1712 || strstr(gl_renderer, "X1400")
1713 || strstr(gl_renderer, "X1450")
1714 || strstr(gl_renderer, "X1550")
1715 || strstr(gl_renderer, "X2300")
1716 || strstr(gl_renderer, "X2500")
1717 || strstr(gl_renderer, "HD 2300")
1720 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1721 return CARD_ATI_RADEON_X700;
1724 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1725 if (strstr(gl_renderer, "Radeon Xpress"))
1727 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1728 return CARD_ATI_RADEON_XPRESS_200M;
1732 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1733 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1736 if (WINE_D3D8_CAPABLE(gl_info))
1738 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1739 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1742 if (WINE_D3D7_CAPABLE(gl_info))
1744 *vidmem = 32; /* There are models with up to 64MB */
1745 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1748 *vidmem = 16; /* There are 16-32MB models */
1749 return CARD_ATI_RAGE_128PRO;
1753 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1754 const char *gl_renderer, unsigned int *vidmem)
1756 if (strstr(gl_renderer, "X3100"))
1758 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1760 return CARD_INTEL_X3100;
1763 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1765 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1767 return CARD_INTEL_I945GM;
1770 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1771 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1772 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1773 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1774 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1775 return CARD_INTEL_I915G;
1779 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1780 const char *gl_renderer, unsigned int *vidmem)
1782 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1784 * Beware: renderer string do not match exact card model,
1785 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1786 if (strstr(gl_renderer, "Gallium"))
1788 /* Radeon R7xx HD4800 - highend */
1789 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1790 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1791 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1793 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1794 return CARD_ATI_RADEON_HD4800;
1797 /* Radeon R740 HD4700 - midend */
1798 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1801 return CARD_ATI_RADEON_HD4700;
1804 /* Radeon R730 HD4600 - midend */
1805 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1808 return CARD_ATI_RADEON_HD4600;
1811 /* Radeon R710 HD4500/HD4350 - lowend */
1812 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1815 return CARD_ATI_RADEON_HD4350;
1818 /* Radeon R6xx HD2900/HD3800 - highend */
1819 if (strstr(gl_renderer, "R600")
1820 || strstr(gl_renderer, "RV670")
1821 || strstr(gl_renderer, "R680"))
1823 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1824 return CARD_ATI_RADEON_HD2900;
1827 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1828 if (strstr(gl_renderer, "RV630")
1829 || strstr(gl_renderer, "RV635"))
1831 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1832 return CARD_ATI_RADEON_HD2600;
1835 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1836 if (strstr(gl_renderer, "RV610")
1837 || strstr(gl_renderer, "RV620"))
1839 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1840 return CARD_ATI_RADEON_HD2350;
1843 /* Radeon R6xx/R7xx integrated */
1844 if (strstr(gl_renderer, "RS780")
1845 || strstr(gl_renderer, "RS880"))
1847 *vidmem = 128; /* 128MB */
1848 return CARD_ATI_RADEON_HD3200;
1852 if (strstr(gl_renderer, "RV530")
1853 || strstr(gl_renderer, "RV535")
1854 || strstr(gl_renderer, "RV560")
1855 || strstr(gl_renderer, "R520")
1856 || strstr(gl_renderer, "RV570")
1857 || strstr(gl_renderer, "R580"))
1859 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1860 return CARD_ATI_RADEON_X1600;
1863 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1864 if (strstr(gl_renderer, "R410")
1865 || strstr(gl_renderer, "R420")
1866 || strstr(gl_renderer, "R423")
1867 || strstr(gl_renderer, "R430")
1868 || strstr(gl_renderer, "R480")
1869 || strstr(gl_renderer, "R481")
1870 || strstr(gl_renderer, "RV410")
1871 || strstr(gl_renderer, "RV515")
1872 || strstr(gl_renderer, "RV516"))
1874 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1875 return CARD_ATI_RADEON_X700;
1878 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1879 if (strstr(gl_renderer, "RS400")
1880 || strstr(gl_renderer, "RS480")
1881 || strstr(gl_renderer, "RS482")
1882 || strstr(gl_renderer, "RS485")
1883 || strstr(gl_renderer, "RS600")
1884 || strstr(gl_renderer, "RS690")
1885 || strstr(gl_renderer, "RS740"))
1887 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1888 return CARD_ATI_RADEON_XPRESS_200M;
1892 if (strstr(gl_renderer, "R300")
1893 || strstr(gl_renderer, "RV350")
1894 || strstr(gl_renderer, "RV351")
1895 || strstr(gl_renderer, "RV360")
1896 || strstr(gl_renderer, "RV370")
1897 || strstr(gl_renderer, "R350")
1898 || strstr(gl_renderer, "R360"))
1900 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1901 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1905 if (WINE_D3D9_CAPABLE(gl_info))
1907 /* Radeon R7xx HD4800 - highend */
1908 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1909 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1910 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1912 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1913 return CARD_ATI_RADEON_HD4800;
1916 /* Radeon R740 HD4700 - midend */
1917 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1920 return CARD_ATI_RADEON_HD4700;
1923 /* Radeon R730 HD4600 - midend */
1924 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1927 return CARD_ATI_RADEON_HD4600;
1930 /* Radeon R710 HD4500/HD4350 - lowend */
1931 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1934 return CARD_ATI_RADEON_HD4350;
1937 /* Radeon R6xx HD2900/HD3800 - highend */
1938 if (strstr(gl_renderer, "(R600")
1939 || strstr(gl_renderer, "(RV670")
1940 || strstr(gl_renderer, "(R680"))
1942 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1943 return CARD_ATI_RADEON_HD2900;
1946 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1947 if (strstr(gl_renderer, "(RV630")
1948 || strstr(gl_renderer, "(RV635"))
1950 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1951 return CARD_ATI_RADEON_HD2600;
1954 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1955 if (strstr(gl_renderer, "(RV610")
1956 || strstr(gl_renderer, "(RV620"))
1958 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1959 return CARD_ATI_RADEON_HD2350;
1962 /* Radeon R6xx/R7xx integrated */
1963 if (strstr(gl_renderer, "(RS780")
1964 || strstr(gl_renderer, "(RS880"))
1966 *vidmem = 128; /* 128MB */
1967 return CARD_ATI_RADEON_HD3200;
1971 if (WINE_D3D8_CAPABLE(gl_info))
1973 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1974 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1977 if (WINE_D3D7_CAPABLE(gl_info))
1979 *vidmem = 32; /* There are models with up to 64MB */
1980 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1983 *vidmem = 16; /* There are 16-32MB models */
1984 return CARD_ATI_RAGE_128PRO;
1988 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1989 const char *gl_renderer, unsigned int *vidmem)
1991 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1992 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1993 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1994 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1995 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1996 return CARD_NVIDIA_RIVA_128;
1999 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2000 const char *gl_renderer, unsigned int *vidmem)
2002 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2003 return CARD_INTEL_I915G;
2007 struct vendor_card_selection
2009 enum wined3d_gl_vendor gl_vendor;
2010 enum wined3d_pci_vendor card_vendor;
2011 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2012 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2013 unsigned int *vidmem );
2016 static const struct vendor_card_selection vendor_card_select_table[] =
2018 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2019 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2020 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2021 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2022 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2023 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2024 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2025 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2026 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2030 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2031 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2033 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2034 * different GPUs with roughly the same features. In most cases GPUs from a
2035 * certain family differ in clockspeeds, the amount of video memory and the
2036 * number of shader pipelines.
2038 * A Direct3D device object contains the PCI id (vendor + device) of the
2039 * videocard which is used for rendering. Various applications use this
2040 * information to get a rough estimation of the features of the card and
2041 * some might use it for enabling 3d effects only on certain types of
2042 * videocards. In some cases games might even use it to work around bugs
2043 * which happen on certain videocards/driver combinations. The problem is
2044 * that OpenGL only exposes a rendering string containing the name of the
2045 * videocard and not the PCI id.
2047 * Various games depend on the PCI id, so somehow we need to provide one.
2048 * A simple option is to parse the renderer string and translate this to
2049 * the right PCI id. This is a lot of work because there are more than 200
2050 * GPUs just for Nvidia. Various cards share the same renderer string, so
2051 * the amount of code might be 'small' but there are quite a number of
2052 * exceptions which would make this a pain to maintain. Another way would
2053 * be to query the PCI id from the operating system (assuming this is the
2054 * videocard which is used for rendering which is not always the case).
2055 * This would work but it is not very portable. Second it would not work
2056 * well in, let's say, a remote X situation in which the amount of 3d
2057 * features which can be used is limited.
2059 * As said most games only use the PCI id to get an indication of the
2060 * capabilities of the card. It doesn't really matter if the given id is
2061 * the correct one if we return the id of a card with similar 3d features.
2063 * The code below checks the OpenGL capabilities of a videocard and matches
2064 * that to a certain level of Direct3D functionality. Once a card passes
2065 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2066 * least a GeforceFX. To give a better estimate we do a basic check on the
2067 * renderer string but if that won't pass we return a default card. This
2068 * way is better than maintaining a full card database as even without a
2069 * full database we can return a card with similar features. Second the
2070 * size of the database can be made quite small because when you know what
2071 * type of 3d functionality a card has, you know to which GPU family the
2072 * GPU must belong. Because of this you only have to check a small part of
2073 * the renderer string to distinguishes between different models from that
2076 * The code also selects a default amount of video memory which we will
2077 * use for an estimation of the amount of free texture memory. In case of
2078 * real D3D the amount of texture memory includes video memory and system
2079 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2080 * HyperMemory). We don't know how much system memory can be addressed by
2081 * the system but we can make a reasonable estimation about the amount of
2082 * video memory. If the value is slightly wrong it doesn't matter as we
2083 * didn't include AGP-like memory which makes the amount of addressable
2084 * memory higher and second OpenGL isn't that critical it moves to system
2085 * memory behind our backs if really needed. Note that the amount of video
2086 * memory can be overruled using a registry setting. */
2090 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2092 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2093 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2095 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2096 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2099 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2100 *gl_vendor, *card_vendor);
2102 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2103 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2104 * them a good generic choice. */
2105 *card_vendor = HW_VENDOR_NVIDIA;
2106 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2107 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2108 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2109 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2110 return CARD_NVIDIA_RIVA_128;
2113 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2115 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2116 int vs_selected_mode, ps_selected_mode;
2118 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2119 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2120 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2121 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2122 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2123 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2124 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2125 else return &ffp_fragment_pipeline;
2128 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2130 int vs_selected_mode, ps_selected_mode;
2132 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2133 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2134 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2135 return &none_shader_backend;
2138 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2140 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2141 int vs_selected_mode, ps_selected_mode;
2143 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2144 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2145 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2146 else return &ffp_blit;
2149 /* Context activation is done by the caller. */
2150 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2152 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2153 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2154 const char *GL_Extensions = NULL;
2155 const char *WGL_Extensions = NULL;
2156 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2157 struct fragment_caps fragment_caps;
2158 enum wined3d_gl_vendor gl_vendor;
2159 enum wined3d_pci_vendor card_vendor;
2160 enum wined3d_pci_device device;
2162 GLfloat gl_floatv[2];
2165 unsigned int vidmem=0;
2169 TRACE_(d3d_caps)("(%p)\n", gl_info);
2173 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2174 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2175 if (!gl_renderer_str)
2178 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2182 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2183 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2187 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2191 /* Parse the GL_VERSION field into major and minor information */
2192 gl_version_str = (const char *)glGetString(GL_VERSION);
2193 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2194 if (!gl_version_str)
2197 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2200 gl_version = wined3d_parse_gl_version(gl_version_str);
2203 * Initialize openGL extension related variables
2204 * with Default values
2206 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2207 gl_info->limits.blends = 1;
2208 gl_info->limits.buffers = 1;
2209 gl_info->limits.textures = 1;
2210 gl_info->limits.fragment_samplers = 1;
2211 gl_info->limits.vertex_samplers = 0;
2212 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2213 gl_info->limits.sampler_stages = 1;
2214 gl_info->limits.glsl_vs_float_constants = 0;
2215 gl_info->limits.glsl_ps_float_constants = 0;
2216 gl_info->limits.arb_vs_float_constants = 0;
2217 gl_info->limits.arb_vs_native_constants = 0;
2218 gl_info->limits.arb_vs_instructions = 0;
2219 gl_info->limits.arb_vs_temps = 0;
2220 gl_info->limits.arb_ps_float_constants = 0;
2221 gl_info->limits.arb_ps_local_constants = 0;
2222 gl_info->limits.arb_ps_instructions = 0;
2223 gl_info->limits.arb_ps_temps = 0;
2225 /* Retrieve opengl defaults */
2226 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2227 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2228 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2230 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2231 gl_info->limits.lights = gl_max;
2232 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2234 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2235 gl_info->limits.texture_size = gl_max;
2236 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2238 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2239 gl_info->limits.pointsize_min = gl_floatv[0];
2240 gl_info->limits.pointsize_max = gl_floatv[1];
2241 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2243 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2244 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2248 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2254 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2256 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2258 while (*GL_Extensions)
2261 char current_ext[256];
2263 while (isspace(*GL_Extensions)) ++GL_Extensions;
2264 start = GL_Extensions;
2265 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2267 len = GL_Extensions - start;
2268 if (!len || len >= sizeof(current_ext)) continue;
2270 memcpy(current_ext, start, len);
2271 current_ext[len] = '\0';
2272 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2274 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2276 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2278 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2279 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2285 /* Now work out what GL support this card really has */
2286 #define USE_GL_FUNC(type, pfn, ext, replace) \
2288 DWORD ver = ver_for_ext(ext); \
2289 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2290 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2291 else gl_info->pfn = NULL; \
2296 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2302 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2303 * loading the functions, otherwise the code above will load the extension entry points instead of the
2304 * core functions, which may not work. */
2305 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2307 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2308 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2310 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2311 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2315 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2317 if (gl_info->supported[APPLE_FENCE])
2319 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2320 * The apple extension interacts with some other apple exts. Disable the NV
2321 * extension if the apple one is support to prevent confusion in other parts
2323 gl_info->supported[NV_FENCE] = FALSE;
2325 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2327 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2329 * The enums are the same:
2330 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2331 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2332 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2333 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2334 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2336 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2338 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2339 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2341 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2343 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2344 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2347 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2349 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2350 * functionality. Prefer the ARB extension */
2351 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2353 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2355 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2356 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2358 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2360 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2361 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2363 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2365 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2366 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2368 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]])
2370 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2371 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2373 if (gl_info->supported[NV_TEXTURE_SHADER2])
2375 if (gl_info->supported[NV_REGISTER_COMBINERS])
2377 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2378 * are supported. The nv extensions provide the same functionality as the
2379 * ATI one, and a bit more(signed pixelformats). */
2380 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2384 if (gl_info->supported[NV_REGISTER_COMBINERS])
2386 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2387 gl_info->limits.general_combiners = gl_max;
2388 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2390 if (gl_info->supported[ARB_DRAW_BUFFERS])
2392 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2393 gl_info->limits.buffers = gl_max;
2394 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2396 if (gl_info->supported[ARB_MULTITEXTURE])
2398 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2399 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2400 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2402 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2405 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2406 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2410 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2412 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2414 if (gl_info->supported[ARB_VERTEX_SHADER])
2417 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2418 gl_info->limits.vertex_samplers = tmp;
2419 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2420 gl_info->limits.combined_samplers = tmp;
2422 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2423 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2424 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2425 * shader is used with fixed function vertex processing we're fine too because fixed function
2426 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2427 * used we have to make sure that all vertex sampler setups are valid together with all
2428 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2429 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2430 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2431 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2432 * a fixed function pipeline anymore.
2434 * So this is just a check to check that our assumption holds true. If not, write a warning
2435 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2436 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2437 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2439 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2440 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2441 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2442 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2443 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2445 gl_info->limits.vertex_samplers = 0;
2450 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2452 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2453 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2455 if (gl_info->supported[ARB_VERTEX_BLEND])
2457 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2458 gl_info->limits.blends = gl_max;
2459 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2461 if (gl_info->supported[EXT_TEXTURE3D])
2463 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2464 gl_info->limits.texture3d_size = gl_max;
2465 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2467 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2469 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2470 gl_info->limits.anisotropy = gl_max;
2471 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2473 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2475 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2476 gl_info->limits.arb_ps_float_constants = gl_max;
2477 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2478 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2479 gl_info->limits.arb_ps_native_constants = gl_max;
2480 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2481 gl_info->limits.arb_ps_native_constants);
2482 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2483 gl_info->limits.arb_ps_temps = gl_max;
2484 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2485 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2486 gl_info->limits.arb_ps_instructions = gl_max;
2487 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2488 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2489 gl_info->limits.arb_ps_local_constants = gl_max;
2490 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2492 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2494 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2495 gl_info->limits.arb_vs_float_constants = gl_max;
2496 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2497 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2498 gl_info->limits.arb_vs_native_constants = gl_max;
2499 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2500 gl_info->limits.arb_vs_native_constants);
2501 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2502 gl_info->limits.arb_vs_temps = gl_max;
2503 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2504 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2505 gl_info->limits.arb_vs_instructions = gl_max;
2506 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2508 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2510 if (gl_info->supported[ARB_VERTEX_SHADER])
2512 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2513 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2514 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2516 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2518 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2519 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2520 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2521 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2522 gl_info->limits.glsl_varyings = gl_max;
2523 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2525 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2527 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2528 unsigned int major, minor;
2530 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2532 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2533 sscanf(str, "%u.%u", &major, &minor);
2534 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2536 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2538 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2542 gl_info->limits.shininess = 128.0f;
2544 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2546 /* If we have full NP2 texture support, disable
2547 * GL_ARB_texture_rectangle because we will never use it.
2548 * This saves a few redundant glDisable calls. */
2549 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2551 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2553 /* Disable NV_register_combiners and fragment shader if this is supported.
2554 * generally the NV extensions are preferred over the ATI ones, and this
2555 * extension is disabled if register_combiners and texture_shader2 are both
2556 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2557 * fragment processing support. */
2558 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2559 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2560 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2561 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2563 if (gl_info->supported[NV_HALF_FLOAT])
2565 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2566 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2568 if (gl_info->supported[ARB_POINT_SPRITE])
2570 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2574 gl_info->limits.point_sprite_units = 0;
2576 checkGLcall("extension detection");
2580 adapter->fragment_pipe = select_fragment_implementation(adapter);
2581 adapter->shader_backend = select_shader_backend(adapter);
2582 adapter->blitter = select_blit_implementation(adapter);
2584 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2585 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2586 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2588 /* In some cases the number of texture stages can be larger than the number
2589 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2590 * shaders), but 8 texture stages (register combiners). */
2591 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2593 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2595 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2596 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2597 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2598 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2599 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2600 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2601 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2602 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2603 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2604 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2605 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2606 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2607 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2608 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2609 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2610 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2611 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2612 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2613 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2617 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2619 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2620 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2621 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2622 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2623 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2624 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2625 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2626 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2627 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2628 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2629 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2630 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2631 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2632 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2633 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2634 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2635 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2637 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2639 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2640 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2642 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2644 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2646 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2648 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2652 /* MRTs are currently only supported when FBOs are used. */
2653 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2655 gl_info->limits.buffers = 1;
2658 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2659 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2660 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2662 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2663 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2665 /* If we have an estimate use it, else default to 64MB; */
2667 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2669 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2671 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2672 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2673 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2674 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2675 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2676 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2677 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2678 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2680 /* Make sure there's an active HDC else the WGL extensions will fail */
2681 hdc = pwglGetCurrentDC();
2683 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2684 if(GL_EXTCALL(wglGetExtensionsStringARB))
2685 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2687 if (NULL == WGL_Extensions) {
2688 ERR(" WGL_Extensions returns NULL\n");
2690 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2691 while (*WGL_Extensions != 0x00) {
2695 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2696 Start = WGL_Extensions;
2697 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2701 len = WGL_Extensions - Start;
2702 if (len == 0 || len >= sizeof(ThisExtn))
2705 memcpy(ThisExtn, Start, len);
2706 ThisExtn[len] = '\0';
2707 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2709 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2710 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2711 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2713 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2714 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2715 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2721 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2722 init_driver_info(driver_info, card_vendor, device);
2723 add_gl_compat_wrappers(gl_info);
2728 /**********************************************************
2729 * IWineD3D implementation follows
2730 **********************************************************/
2732 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2733 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2735 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2737 return This->adapter_count;
2740 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2742 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2747 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2748 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2750 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2752 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2756 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2759 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2760 of the same bpp but different resolutions */
2762 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2763 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2765 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2767 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2769 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2773 /* TODO: Store modes per adapter and read it from the adapter structure */
2774 if (Adapter == 0) { /* Display */
2775 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format_id, &This->adapters[Adapter].gl_info);
2776 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2781 memset(&mode, 0, sizeof(mode));
2782 mode.dmSize = sizeof(mode);
2784 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2788 if (format_id == WINED3DFMT_UNKNOWN)
2790 /* This is for D3D8, do not enumerate P8 here */
2791 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2793 else if (mode.dmBitsPerPel == format_bits)
2799 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2802 FIXME_(d3d_caps)("Adapter not primary display\n");
2807 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2808 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2809 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2811 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2813 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2814 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2816 /* Validate the parameters as much as possible */
2817 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2818 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2820 return WINED3DERR_INVALIDCALL;
2823 /* TODO: Store modes per adapter and read it from the adapter structure */
2826 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format_id, &This->adapters[Adapter].gl_info);
2827 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2833 ZeroMemory(&DevModeW, sizeof(DevModeW));
2834 DevModeW.dmSize = sizeof(DevModeW);
2836 /* If we are filtering to a specific format (D3D9), then need to skip
2837 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2838 just count through the ones with valid bit depths */
2839 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2841 if (format_id == WINED3DFMT_UNKNOWN)
2843 /* This is for D3D8, do not enumerate P8 here */
2844 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2846 else if (DevModeW.dmBitsPerPel == format_bits)
2854 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2855 return WINED3DERR_INVALIDCALL;
2859 /* Now get the display mode via the calculated index */
2860 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2861 pMode->Width = DevModeW.dmPelsWidth;
2862 pMode->Height = DevModeW.dmPelsHeight;
2863 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2864 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2865 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2867 if (format_id == WINED3DFMT_UNKNOWN)
2868 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2870 pMode->Format = format_id;
2874 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2875 return WINED3DERR_INVALIDCALL;
2878 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2879 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2880 DevModeW.dmBitsPerPel);
2885 FIXME_(d3d_caps)("Adapter not primary display\n");
2891 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2893 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2895 if (NULL == pMode ||
2896 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2897 return WINED3DERR_INVALIDCALL;
2900 if (Adapter == 0) { /* Display */
2904 ZeroMemory(&DevModeW, sizeof(DevModeW));
2905 DevModeW.dmSize = sizeof(DevModeW);
2907 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2908 pMode->Width = DevModeW.dmPelsWidth;
2909 pMode->Height = DevModeW.dmPelsHeight;
2910 bpp = DevModeW.dmBitsPerPel;
2911 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2912 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2914 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2917 pMode->Format = pixelformat_for_depth(bpp);
2919 FIXME_(d3d_caps)("Adapter not primary display\n");
2922 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2923 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2927 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2928 and fields being inserted in the middle, a new structure is used in place */
2929 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2930 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2931 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2932 struct wined3d_adapter *adapter;
2935 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2937 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2938 return WINED3DERR_INVALIDCALL;
2941 adapter = &This->adapters[Adapter];
2943 /* Return the information requested */
2944 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2946 if (pIdentifier->driver_size)
2948 const char *name = adapter->driver_info.name;
2949 len = min(strlen(name), pIdentifier->driver_size - 1);
2950 memcpy(pIdentifier->driver, name, len);
2951 pIdentifier->driver[len] = '\0';
2954 if (pIdentifier->description_size)
2956 const char *description = adapter->driver_info.description;
2957 len = min(strlen(description), pIdentifier->description_size - 1);
2958 memcpy(pIdentifier->description, description, len);
2959 pIdentifier->description[len] = '\0';
2962 /* Note that d3d8 doesn't supply a device name. */
2963 if (pIdentifier->device_name_size)
2965 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2967 len = strlen(device_name);
2968 if (len >= pIdentifier->device_name_size)
2970 ERR("Device name size too small.\n");
2971 return WINED3DERR_INVALIDCALL;
2974 memcpy(pIdentifier->device_name, device_name, len);
2975 pIdentifier->device_name[len] = '\0';
2978 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2979 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2980 pIdentifier->vendor_id = adapter->driver_info.vendor;
2981 pIdentifier->device_id = adapter->driver_info.device;
2982 pIdentifier->subsystem_id = 0;
2983 pIdentifier->revision = 0;
2984 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2985 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2986 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2987 pIdentifier->video_memory = adapter->TextureRam;
2992 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2993 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2995 short redSize, greenSize, blueSize, alphaSize, colorBits;
3000 /* Float formats need FBOs. If FBOs are used this function isn't called */
3001 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3003 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3004 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3006 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format_desc->id));
3010 if(cfg->redSize < redSize)
3013 if(cfg->greenSize < greenSize)
3016 if(cfg->blueSize < blueSize)
3019 if(cfg->alphaSize < alphaSize)
3025 /* Probably a RGBA_float or color index mode */
3029 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3030 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
3032 short depthSize, stencilSize;
3033 BOOL lockable = FALSE;
3038 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
3040 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format_desc->id));
3044 /* Float formats need FBOs. If FBOs are used this function isn't called */
3045 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3047 if ((format_desc->id == WINED3DFMT_D16_LOCKABLE) || (format_desc->id == WINED3DFMT_D32_FLOAT))
3050 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3051 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3052 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3053 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3056 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3057 * allow more stencil bits than requested. */
3058 if(cfg->stencilSize < stencilSize)
3064 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3065 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3066 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3068 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3070 const WineD3D_PixelFormat *cfgs;
3071 const struct wined3d_adapter *adapter;
3072 const struct wined3d_format_desc *rt_format_desc;
3073 const struct wined3d_format_desc *ds_format_desc;
3076 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3078 DeviceType, debug_d3ddevicetype(DeviceType),
3079 AdapterFormat, debug_d3dformat(AdapterFormat),
3080 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3081 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3083 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3084 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3085 return WINED3DERR_INVALIDCALL;
3088 adapter = &This->adapters[Adapter];
3089 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3090 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3091 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3093 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3094 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3095 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3101 cfgs = adapter->cfgs;
3102 nCfgs = adapter->nCfgs;
3103 for (it = 0; it < nCfgs; ++it) {
3104 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3106 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3108 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3114 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3116 return WINED3DERR_NOTAVAILABLE;
3119 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3120 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3121 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3123 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3124 const struct wined3d_format_desc *glDesc;
3125 const struct wined3d_adapter *adapter;
3127 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3130 DeviceType, debug_d3ddevicetype(DeviceType),
3131 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3136 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3137 return WINED3DERR_INVALIDCALL;
3140 /* TODO: handle Windowed, add more quality levels */
3142 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3143 if(pQualityLevels) *pQualityLevels = 1;
3147 /* By default multisampling is disabled right now as it causes issues
3148 * on some Nvidia driver versions and it doesn't work well in combination
3150 if(!wined3d_settings.allow_multisampling)
3151 return WINED3DERR_NOTAVAILABLE;
3153 adapter = &This->adapters[Adapter];
3154 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3155 if (!glDesc) return WINED3DERR_INVALIDCALL;
3157 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3159 const WineD3D_PixelFormat *cfgs;
3161 cfgs = adapter->cfgs;
3162 nCfgs = adapter->nCfgs;
3163 for(i=0; i<nCfgs; i++) {
3164 if(cfgs[i].numSamples != MultiSampleType)
3167 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3170 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3173 *pQualityLevels = 1; /* Guess at a value! */
3177 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3178 short redSize, greenSize, blueSize, alphaSize, colorBits;
3180 const WineD3D_PixelFormat *cfgs;
3182 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3184 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3185 return WINED3DERR_NOTAVAILABLE;
3188 cfgs = adapter->cfgs;
3189 nCfgs = adapter->nCfgs;
3190 for(i=0; i<nCfgs; i++) {
3191 if(cfgs[i].numSamples != MultiSampleType)
3193 if(cfgs[i].redSize != redSize)
3195 if(cfgs[i].greenSize != greenSize)
3197 if(cfgs[i].blueSize != blueSize)
3199 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3200 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3202 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3205 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3208 *pQualityLevels = 1; /* Guess at a value! */
3212 return WINED3DERR_NOTAVAILABLE;
3215 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3216 enum wined3d_format_id DisplayFormat, enum wined3d_format_id BackBufferFormat, BOOL Windowed)
3218 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3221 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3222 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3223 debug_d3dformat(BackBufferFormat), Windowed);
3225 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3226 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3227 return WINED3DERR_INVALIDCALL;
3230 /* The task of this function is to check whether a certain display / backbuffer format
3231 * combination is available on the given adapter. In fullscreen mode microsoft specified
3232 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3233 * and display format should match exactly.
3234 * In windowed mode format conversion can occur and this depends on the driver. When format
3235 * conversion is done, this function should nevertheless fail and applications need to use
3236 * CheckDeviceFormatConversion.
3237 * At the moment we assume that fullscreen and windowed have the same capabilities */
3239 /* There are only 4 display formats */
3240 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3241 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3242 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3243 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3245 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3246 return WINED3DERR_NOTAVAILABLE;
3249 /* If the requested DisplayFormat is not available, don't continue */
3250 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3252 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3253 return WINED3DERR_NOTAVAILABLE;
3256 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3257 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3258 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3259 return WINED3DERR_NOTAVAILABLE;
3262 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3263 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3265 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3266 return WINED3DERR_NOTAVAILABLE;
3269 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3270 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3271 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3273 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3274 return WINED3DERR_NOTAVAILABLE;
3277 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3278 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3279 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3281 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3282 return WINED3DERR_NOTAVAILABLE;
3285 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3286 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3287 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3289 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3290 return WINED3DERR_NOTAVAILABLE;
3293 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3294 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3296 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3302 /* Check if we support bumpmapping for a format */
3303 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3305 /* Ask the fixed function pipeline implementation if it can deal
3306 * with the conversion. If we've got a GL extension giving native
3307 * support this will be an identity conversion. */
3308 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3309 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3312 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3313 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3314 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3318 /* Only allow depth/stencil formats */
3319 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3321 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3323 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3324 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3328 /* Walk through all WGL pixel formats to find a match */
3329 for (it = 0; it < adapter->nCfgs; ++it)
3331 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3332 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3334 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3345 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3347 /* The flags entry of a format contains the filtering capability */
3348 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3353 /* Check the render target capabilities of a format */
3354 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3355 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3357 /* Filter out non-RT formats */
3358 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3359 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3360 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3362 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3363 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3365 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3366 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3368 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3369 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3370 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3371 TRACE_(d3d_caps)("[FAILED]\n");
3375 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3376 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3377 for (it = 0; it < adapter->nCfgs; ++it)
3379 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3380 &cfgs[it], check_format_desc))
3382 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3383 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->id));
3388 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3390 /* For now return TRUE for FBOs until we have some proper checks.
3391 * Note that this function will only be called when the format is around for texturing. */
3397 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3399 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3400 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3403 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3405 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3406 * doing the color fixup in shaders.
3407 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3408 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3410 int vs_selected_mode;
3411 int ps_selected_mode;
3412 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3414 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3415 TRACE_(d3d_caps)("[OK]\n");
3420 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format_desc->id));
3424 /* Check if a format support blending in combination with pixel shaders */
3425 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3426 const struct wined3d_format_desc *format_desc)
3428 /* The flags entry of a format contains the post pixel shader blending capability */
3429 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3434 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3436 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3437 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3438 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3439 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3440 * capability anyway.
3442 * For now lets report this on all formats, but in the future we may want to
3443 * restrict it to some should games need that
3448 /* Check if a texture format is supported on the given adapter */
3449 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3451 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3453 switch (format_desc->id)
3456 * supported: RGB(A) formats
3458 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3459 case WINED3DFMT_B8G8R8A8_UNORM:
3460 case WINED3DFMT_B8G8R8X8_UNORM:
3461 case WINED3DFMT_B5G6R5_UNORM:
3462 case WINED3DFMT_B5G5R5X1_UNORM:
3463 case WINED3DFMT_B5G5R5A1_UNORM:
3464 case WINED3DFMT_B4G4R4A4_UNORM:
3465 case WINED3DFMT_A8_UNORM:
3466 case WINED3DFMT_B4G4R4X4_UNORM:
3467 case WINED3DFMT_R8G8B8A8_UNORM:
3468 case WINED3DFMT_R8G8B8X8_UNORM:
3469 case WINED3DFMT_B10G10R10A2_UNORM:
3470 case WINED3DFMT_R10G10B10A2_UNORM:
3471 case WINED3DFMT_R16G16_UNORM:
3472 TRACE_(d3d_caps)("[OK]\n");
3475 case WINED3DFMT_B2G3R3_UNORM:
3476 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3480 * Not supported: Palettized
3481 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3482 * Since it is not widely available, don't offer it. Further no Windows driver offers
3483 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3485 case WINED3DFMT_P8_UINT:
3486 case WINED3DFMT_P8_UINT_A8_UNORM:
3490 * Supported: (Alpha)-Luminance
3492 case WINED3DFMT_L8_UNORM:
3493 case WINED3DFMT_L8A8_UNORM:
3494 case WINED3DFMT_L16_UNORM:
3495 TRACE_(d3d_caps)("[OK]\n");
3498 /* Not supported on Windows, thus disabled */
3499 case WINED3DFMT_L4A4_UNORM:
3500 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3504 * Supported: Depth/Stencil formats
3506 case WINED3DFMT_D16_LOCKABLE:
3507 case WINED3DFMT_D16_UNORM:
3508 case WINED3DFMT_S1_UINT_D15_UNORM:
3509 case WINED3DFMT_X8D24_UNORM:
3510 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3511 case WINED3DFMT_D24_UNORM_S8_UINT:
3512 case WINED3DFMT_S8_UINT_D24_FLOAT:
3513 case WINED3DFMT_D32_UNORM:
3514 case WINED3DFMT_D32_FLOAT:
3518 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3519 * GL_NV_texture_shader). Emulated by shaders
3521 case WINED3DFMT_R8G8_SNORM:
3522 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3523 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3524 case WINED3DFMT_R8G8B8A8_SNORM:
3525 case WINED3DFMT_R16G16_SNORM:
3526 /* Ask the shader backend if it can deal with the conversion. If
3527 * we've got a GL extension giving native support this will be an
3528 * identity conversion. */
3529 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3531 TRACE_(d3d_caps)("[OK]\n");
3534 TRACE_(d3d_caps)("[FAILED]\n");
3537 case WINED3DFMT_DXT1:
3538 case WINED3DFMT_DXT2:
3539 case WINED3DFMT_DXT3:
3540 case WINED3DFMT_DXT4:
3541 case WINED3DFMT_DXT5:
3542 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3544 TRACE_(d3d_caps)("[OK]\n");
3547 TRACE_(d3d_caps)("[FAILED]\n");
3552 * Odd formats - not supported
3554 case WINED3DFMT_VERTEXDATA:
3555 case WINED3DFMT_R16_UINT:
3556 case WINED3DFMT_R32_UINT:
3557 case WINED3DFMT_R16G16B16A16_SNORM:
3558 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3559 case WINED3DFMT_R10G11B11_SNORM:
3560 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3564 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3566 case WINED3DFMT_R8G8_SNORM_Cx:
3567 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3571 case WINED3DFMT_UYVY:
3572 case WINED3DFMT_YUY2:
3573 if (gl_info->supported[APPLE_YCBCR_422])
3575 TRACE_(d3d_caps)("[OK]\n");
3578 TRACE_(d3d_caps)("[FAILED]\n");
3580 case WINED3DFMT_YV12:
3581 TRACE_(d3d_caps)("[FAILED]\n");
3585 case WINED3DFMT_R16G16B16A16_UNORM:
3586 case WINED3DFMT_B2G3R3A8_UNORM:
3587 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3590 /* Floating point formats */
3591 case WINED3DFMT_R16_FLOAT:
3592 case WINED3DFMT_R16G16_FLOAT:
3593 case WINED3DFMT_R16G16B16A16_FLOAT:
3594 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3596 TRACE_(d3d_caps)("[OK]\n");
3599 TRACE_(d3d_caps)("[FAILED]\n");
3602 case WINED3DFMT_R32_FLOAT:
3603 case WINED3DFMT_R32G32_FLOAT:
3604 case WINED3DFMT_R32G32B32A32_FLOAT:
3605 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3607 TRACE_(d3d_caps)("[OK]\n");
3610 TRACE_(d3d_caps)("[FAILED]\n");
3613 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3614 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3615 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3616 * We can do instancing with all shader versions, but we need vertex shaders.
3618 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3619 * to enable instancing. WineD3D doesn't need that and just ignores it.
3621 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3623 case WINED3DFMT_INST:
3624 TRACE("ATI Instancing check hack\n");
3625 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3627 TRACE_(d3d_caps)("[OK]\n");
3630 TRACE_(d3d_caps)("[FAILED]\n");
3633 /* Some weird FOURCC formats */
3634 case WINED3DFMT_R8G8_B8G8:
3635 case WINED3DFMT_G8R8_G8B8:
3636 case WINED3DFMT_MULTI2_ARGB8:
3637 TRACE_(d3d_caps)("[FAILED]\n");
3640 /* Vendor specific formats */
3641 case WINED3DFMT_ATI2N:
3642 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3643 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3645 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3646 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3648 TRACE_(d3d_caps)("[OK]\n");
3652 TRACE_(d3d_caps)("[OK]\n");
3655 TRACE_(d3d_caps)("[FAILED]\n");
3658 case WINED3DFMT_NVHU:
3659 case WINED3DFMT_NVHS:
3660 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3661 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3662 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3663 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3664 * Applications have to deal with not having NVHS and NVHU.
3666 TRACE_(d3d_caps)("[FAILED]\n");
3669 case WINED3DFMT_UNKNOWN:
3673 ERR("Unhandled format %s.\n", debug_d3dformat(format_desc->id));
3679 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3680 const struct wined3d_format_desc *adapter_format_desc,
3681 const struct wined3d_format_desc *check_format_desc,
3682 WINED3DSURFTYPE SurfaceType)
3684 if (SurfaceType == SURFACE_GDI)
3686 switch (check_format_desc->id)
3688 case WINED3DFMT_B8G8R8_UNORM:
3689 case WINED3DFMT_B8G8R8A8_UNORM:
3690 case WINED3DFMT_B8G8R8X8_UNORM:
3691 case WINED3DFMT_B5G6R5_UNORM:
3692 case WINED3DFMT_B5G5R5X1_UNORM:
3693 case WINED3DFMT_B5G5R5A1_UNORM:
3694 case WINED3DFMT_B4G4R4A4_UNORM:
3695 case WINED3DFMT_B2G3R3_UNORM:
3696 case WINED3DFMT_A8_UNORM:
3697 case WINED3DFMT_B2G3R3A8_UNORM:
3698 case WINED3DFMT_B4G4R4X4_UNORM:
3699 case WINED3DFMT_R10G10B10A2_UNORM:
3700 case WINED3DFMT_R8G8B8A8_UNORM:
3701 case WINED3DFMT_R8G8B8X8_UNORM:
3702 case WINED3DFMT_R16G16_UNORM:
3703 case WINED3DFMT_B10G10R10A2_UNORM:
3704 case WINED3DFMT_R16G16B16A16_UNORM:
3705 case WINED3DFMT_P8_UINT:
3706 TRACE_(d3d_caps)("[OK]\n");
3709 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3714 /* All format that are supported for textures are supported for surfaces as well */
3715 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3716 /* All depth stencil formats are supported on surfaces */
3717 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3719 /* If opengl can't process the format natively, the blitter may be able to convert it */
3720 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3721 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3722 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3724 TRACE_(d3d_caps)("[OK]\n");
3728 /* Reject other formats */
3729 TRACE_(d3d_caps)("[FAILED]\n");
3733 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3734 const struct wined3d_format_desc *format_desc)
3736 return adapter->gl_info.limits.vertex_samplers
3737 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3740 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3741 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3742 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3744 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3745 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3746 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3747 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3748 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3749 DWORD UsageCaps = 0;
3751 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3754 DeviceType, debug_d3ddevicetype(DeviceType),
3755 AdapterFormat, debug_d3dformat(AdapterFormat),
3756 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3757 RType, debug_d3dresourcetype(RType),
3758 CheckFormat, debug_d3dformat(CheckFormat));
3760 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3761 return WINED3DERR_INVALIDCALL;
3766 case WINED3DRTYPE_CUBETEXTURE:
3767 /* Cubetexture allows:
3768 * - WINED3DUSAGE_AUTOGENMIPMAP
3769 * - WINED3DUSAGE_DEPTHSTENCIL
3770 * - WINED3DUSAGE_DYNAMIC
3771 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3772 * - WINED3DUSAGE_RENDERTARGET
3773 * - WINED3DUSAGE_SOFTWAREPROCESSING
3774 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3776 if (SurfaceType != SURFACE_OPENGL)
3778 TRACE_(d3d_caps)("[FAILED]\n");
3779 return WINED3DERR_NOTAVAILABLE;
3782 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3784 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3785 return WINED3DERR_NOTAVAILABLE;
3788 if (!CheckTextureCapability(adapter, format_desc))
3790 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3791 return WINED3DERR_NOTAVAILABLE;
3794 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3796 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3797 /* When autogenmipmap isn't around continue and return
3798 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3799 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3801 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3804 /* Always report dynamic locking. */
3805 if (Usage & WINED3DUSAGE_DYNAMIC)
3806 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3808 if (Usage & WINED3DUSAGE_RENDERTARGET)
3810 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3812 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3813 return WINED3DERR_NOTAVAILABLE;
3815 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3818 /* Always report software processing. */
3819 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3820 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3822 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3824 if (!CheckFilterCapability(adapter, format_desc))
3826 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3827 return WINED3DERR_NOTAVAILABLE;
3829 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3832 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3834 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3836 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3837 return WINED3DERR_NOTAVAILABLE;
3839 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3842 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3844 if (!CheckSrgbReadCapability(adapter, format_desc))
3846 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3847 return WINED3DERR_NOTAVAILABLE;
3849 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3852 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3854 if (!CheckSrgbWriteCapability(adapter, format_desc))
3856 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3857 return WINED3DERR_NOTAVAILABLE;
3859 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3862 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3864 if (!CheckVertexTextureCapability(adapter, format_desc))
3866 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3867 return WINED3DERR_NOTAVAILABLE;
3869 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3872 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3874 if (!CheckWrapAndMipCapability(adapter, format_desc))
3876 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3877 return WINED3DERR_NOTAVAILABLE;
3879 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3883 case WINED3DRTYPE_SURFACE:
3885 * - WINED3DUSAGE_DEPTHSTENCIL
3886 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3887 * - WINED3DUSAGE_RENDERTARGET
3889 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3891 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3892 return WINED3DERR_NOTAVAILABLE;
3895 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3897 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3899 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3900 return WINED3DERR_NOTAVAILABLE;
3902 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3905 if (Usage & WINED3DUSAGE_RENDERTARGET)
3907 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3909 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3910 return WINED3DERR_NOTAVAILABLE;
3912 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3915 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3917 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3919 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3920 return WINED3DERR_NOTAVAILABLE;
3922 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3926 case WINED3DRTYPE_TEXTURE:
3928 * - WINED3DUSAGE_AUTOGENMIPMAP
3929 * - WINED3DUSAGE_DEPTHSTENCIL
3930 * - WINED3DUSAGE_DMAP
3931 * - WINED3DUSAGE_DYNAMIC
3932 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3933 * - WINED3DUSAGE_RENDERTARGET
3934 * - WINED3DUSAGE_SOFTWAREPROCESSING
3935 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3936 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3938 if (SurfaceType != SURFACE_OPENGL)
3940 TRACE_(d3d_caps)("[FAILED]\n");
3941 return WINED3DERR_NOTAVAILABLE;
3944 if (!CheckTextureCapability(adapter, format_desc))
3946 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3947 return WINED3DERR_NOTAVAILABLE;
3950 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3952 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3953 /* When autogenmipmap isn't around continue and return
3954 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3955 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3957 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3960 /* Always report dynamic locking. */
3961 if (Usage & WINED3DUSAGE_DYNAMIC)
3962 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3964 if (Usage & WINED3DUSAGE_RENDERTARGET)
3966 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3968 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3969 return WINED3DERR_NOTAVAILABLE;
3971 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3974 /* Always report software processing. */
3975 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3976 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3978 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3980 if (!CheckFilterCapability(adapter, format_desc))
3982 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3985 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3988 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3990 if (!CheckBumpMapCapability(adapter, format_desc))
3992 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3993 return WINED3DERR_NOTAVAILABLE;
3995 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3998 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4000 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4002 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4003 return WINED3DERR_NOTAVAILABLE;
4005 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4008 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4010 if (!CheckSrgbReadCapability(adapter, format_desc))
4012 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4013 return WINED3DERR_NOTAVAILABLE;
4015 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4018 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4020 if (!CheckSrgbWriteCapability(adapter, format_desc))
4022 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4025 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4028 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4030 if (!CheckVertexTextureCapability(adapter, format_desc))
4032 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4033 return WINED3DERR_NOTAVAILABLE;
4035 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4038 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4040 if (!CheckWrapAndMipCapability(adapter, format_desc))
4042 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4043 return WINED3DERR_NOTAVAILABLE;
4045 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4048 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4050 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4052 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4053 return WINED3DERR_NOTAVAILABLE;
4055 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4057 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4058 return WINED3DERR_NOTAVAILABLE;
4060 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4064 case WINED3DRTYPE_VOLUMETEXTURE:
4065 case WINED3DRTYPE_VOLUME:
4066 /* Volume is to VolumeTexture what Surface is to Texture, but its
4067 * usage caps are not documented. Most driver seem to offer
4068 * (nearly) the same on Volume and VolumeTexture, so do that too.
4070 * Volumetexture allows:
4071 * - D3DUSAGE_DYNAMIC
4072 * - D3DUSAGE_NONSECURE (d3d9ex)
4073 * - D3DUSAGE_SOFTWAREPROCESSING
4074 * - D3DUSAGE_QUERY_WRAPANDMIP
4076 if (SurfaceType != SURFACE_OPENGL)
4078 TRACE_(d3d_caps)("[FAILED]\n");
4079 return WINED3DERR_NOTAVAILABLE;
4082 if (!gl_info->supported[EXT_TEXTURE3D])
4084 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4085 return WINED3DERR_NOTAVAILABLE;
4088 if (!CheckTextureCapability(adapter, format_desc))
4090 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4091 return WINED3DERR_NOTAVAILABLE;
4094 /* Filter formats that need conversion; For one part, this
4095 * conversion is unimplemented, and volume textures are huge, so
4096 * it would be a big performance hit. Unless we hit an application
4097 * needing one of those formats, don't advertize them to avoid
4098 * leading applications into temptation. The windows drivers don't
4099 * support most of those formats on volumes anyway, except for
4100 * WINED3DFMT_R32_FLOAT. */
4101 switch (CheckFormat)
4103 case WINED3DFMT_P8_UINT:
4104 case WINED3DFMT_L4A4_UNORM:
4105 case WINED3DFMT_R32_FLOAT:
4106 case WINED3DFMT_R16_FLOAT:
4107 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4108 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4109 case WINED3DFMT_R16G16_UNORM:
4110 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4111 return WINED3DERR_NOTAVAILABLE;
4113 case WINED3DFMT_R8G8B8A8_SNORM:
4114 case WINED3DFMT_R16G16_SNORM:
4115 if (!gl_info->supported[NV_TEXTURE_SHADER])
4117 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4118 return WINED3DERR_NOTAVAILABLE;
4122 case WINED3DFMT_R8G8_SNORM:
4123 if (!gl_info->supported[NV_TEXTURE_SHADER])
4125 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4126 return WINED3DERR_NOTAVAILABLE;
4130 case WINED3DFMT_DXT1:
4131 case WINED3DFMT_DXT2:
4132 case WINED3DFMT_DXT3:
4133 case WINED3DFMT_DXT4:
4134 case WINED3DFMT_DXT5:
4135 /* The GL_EXT_texture_compression_s3tc spec requires that
4136 * loading an s3tc compressed texture results in an error.
4137 * While the D3D refrast does support s3tc volumes, at
4138 * least the nvidia windows driver does not, so we're free
4139 * not to support this format. */
4140 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4141 return WINED3DERR_NOTAVAILABLE;
4144 /* Do nothing, continue with checking the format below */
4148 /* Always report dynamic locking. */
4149 if (Usage & WINED3DUSAGE_DYNAMIC)
4150 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4152 /* Always report software processing. */
4153 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4154 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4156 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4158 if (!CheckFilterCapability(adapter, format_desc))
4160 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4161 return WINED3DERR_NOTAVAILABLE;
4163 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4166 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4168 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4170 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4171 return WINED3DERR_NOTAVAILABLE;
4173 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4176 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4178 if (!CheckSrgbReadCapability(adapter, format_desc))
4180 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4181 return WINED3DERR_NOTAVAILABLE;
4183 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4186 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4188 if (!CheckSrgbWriteCapability(adapter, format_desc))
4190 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4191 return WINED3DERR_NOTAVAILABLE;
4193 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4196 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4198 if (!CheckVertexTextureCapability(adapter, format_desc))
4200 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4201 return WINED3DERR_NOTAVAILABLE;
4203 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4206 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4208 if (!CheckWrapAndMipCapability(adapter, format_desc))
4210 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4211 return WINED3DERR_NOTAVAILABLE;
4213 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4218 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4219 return WINED3DERR_NOTAVAILABLE;
4222 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4223 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4224 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4225 if (UsageCaps == Usage)
4227 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4228 return WINED3DOK_NOAUTOGEN;
4230 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4231 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4233 return WINED3DERR_NOTAVAILABLE;
4236 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4237 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4239 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4240 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4241 debug_d3dformat(dst_format));
4246 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4247 subset of a D3DCAPS9 structure. However, it has to come via a void *
4248 as the d3d8 interface cannot import the d3d9 header */
4249 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4251 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4252 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4253 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4254 int vs_selected_mode;
4255 int ps_selected_mode;
4256 struct shader_caps shader_caps;
4257 struct fragment_caps fragment_caps;
4258 DWORD ckey_caps, blit_caps, fx_caps;
4260 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4262 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4263 return WINED3DERR_INVALIDCALL;
4266 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4268 /* ------------------------------------------------
4269 The following fields apply to both d3d8 and d3d9
4270 ------------------------------------------------ */
4271 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4272 pCaps->AdapterOrdinal = Adapter;
4275 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4276 WINED3DCAPS2_FULLSCREENGAMMA |
4277 WINED3DCAPS2_DYNAMICTEXTURES;
4278 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4280 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4283 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4284 WINED3DCAPS3_COPY_TO_VIDMEM |
4285 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4287 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4288 WINED3DPRESENT_INTERVAL_ONE;
4290 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4291 WINED3DCURSORCAPS_LOWRES;
4293 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4294 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4295 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4296 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4297 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4298 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4299 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4300 WINED3DDEVCAPS_PUREDEVICE |
4301 WINED3DDEVCAPS_HWRASTERIZATION |
4302 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4303 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4304 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4305 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4306 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4307 WINED3DDEVCAPS_RTPATCHES;
4309 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4310 WINED3DPMISCCAPS_CULLCCW |
4311 WINED3DPMISCCAPS_CULLCW |
4312 WINED3DPMISCCAPS_COLORWRITEENABLE |
4313 WINED3DPMISCCAPS_CLIPTLVERTS |
4314 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4315 WINED3DPMISCCAPS_MASKZ |
4316 WINED3DPMISCCAPS_BLENDOP |
4317 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4319 WINED3DPMISCCAPS_NULLREFERENCE
4320 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4321 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4322 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4324 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4325 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4326 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4327 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4329 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4330 WINED3DPRASTERCAPS_PAT |
4331 WINED3DPRASTERCAPS_WFOG |
4332 WINED3DPRASTERCAPS_ZFOG |
4333 WINED3DPRASTERCAPS_FOGVERTEX |
4334 WINED3DPRASTERCAPS_FOGTABLE |
4335 WINED3DPRASTERCAPS_STIPPLE |
4336 WINED3DPRASTERCAPS_SUBPIXEL |
4337 WINED3DPRASTERCAPS_ZTEST |
4338 WINED3DPRASTERCAPS_SCISSORTEST |
4339 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4340 WINED3DPRASTERCAPS_DEPTHBIAS;
4342 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4344 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4345 WINED3DPRASTERCAPS_ZBIAS |
4346 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4348 if (gl_info->supported[NV_FOG_DISTANCE])
4350 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4353 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4354 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4355 WINED3DPRASTERCAPS_ANTIALIASEDGES
4356 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4357 WINED3DPRASTERCAPS_WBUFFER */
4359 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4360 WINED3DPCMPCAPS_EQUAL |
4361 WINED3DPCMPCAPS_GREATER |
4362 WINED3DPCMPCAPS_GREATEREQUAL |
4363 WINED3DPCMPCAPS_LESS |
4364 WINED3DPCMPCAPS_LESSEQUAL |
4365 WINED3DPCMPCAPS_NEVER |
4366 WINED3DPCMPCAPS_NOTEQUAL;
4368 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4369 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4370 WINED3DPBLENDCAPS_DESTALPHA |
4371 WINED3DPBLENDCAPS_DESTCOLOR |
4372 WINED3DPBLENDCAPS_INVDESTALPHA |
4373 WINED3DPBLENDCAPS_INVDESTCOLOR |
4374 WINED3DPBLENDCAPS_INVSRCALPHA |
4375 WINED3DPBLENDCAPS_INVSRCCOLOR |
4376 WINED3DPBLENDCAPS_ONE |
4377 WINED3DPBLENDCAPS_SRCALPHA |
4378 WINED3DPBLENDCAPS_SRCALPHASAT |
4379 WINED3DPBLENDCAPS_SRCCOLOR |
4380 WINED3DPBLENDCAPS_ZERO;
4382 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4383 WINED3DPBLENDCAPS_DESTCOLOR |
4384 WINED3DPBLENDCAPS_INVDESTALPHA |
4385 WINED3DPBLENDCAPS_INVDESTCOLOR |
4386 WINED3DPBLENDCAPS_INVSRCALPHA |
4387 WINED3DPBLENDCAPS_INVSRCCOLOR |
4388 WINED3DPBLENDCAPS_ONE |
4389 WINED3DPBLENDCAPS_SRCALPHA |
4390 WINED3DPBLENDCAPS_SRCCOLOR |
4391 WINED3DPBLENDCAPS_ZERO;
4392 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4393 * according to the glBlendFunc manpage
4395 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4396 * legacy settings for srcblend only
4399 if (gl_info->supported[EXT_BLEND_COLOR])
4401 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4402 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4406 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4407 WINED3DPCMPCAPS_EQUAL |
4408 WINED3DPCMPCAPS_GREATER |
4409 WINED3DPCMPCAPS_GREATEREQUAL |
4410 WINED3DPCMPCAPS_LESS |
4411 WINED3DPCMPCAPS_LESSEQUAL |
4412 WINED3DPCMPCAPS_NEVER |
4413 WINED3DPCMPCAPS_NOTEQUAL;
4415 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4416 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4417 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4418 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4419 WINED3DPSHADECAPS_COLORFLATRGB |
4420 WINED3DPSHADECAPS_FOGFLAT |
4421 WINED3DPSHADECAPS_FOGGOURAUD |
4422 WINED3DPSHADECAPS_SPECULARFLATRGB;
4424 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4425 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4426 WINED3DPTEXTURECAPS_TRANSPARENCY |
4427 WINED3DPTEXTURECAPS_BORDER |
4428 WINED3DPTEXTURECAPS_MIPMAP |
4429 WINED3DPTEXTURECAPS_PROJECTED |
4430 WINED3DPTEXTURECAPS_PERSPECTIVE;
4432 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4434 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4435 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4438 if (gl_info->supported[EXT_TEXTURE3D])
4440 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4441 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4442 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4445 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4447 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4448 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4449 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4453 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4454 WINED3DPTFILTERCAPS_MAGFPOINT |
4455 WINED3DPTFILTERCAPS_MINFLINEAR |
4456 WINED3DPTFILTERCAPS_MINFPOINT |
4457 WINED3DPTFILTERCAPS_MIPFLINEAR |
4458 WINED3DPTFILTERCAPS_MIPFPOINT |
4459 WINED3DPTFILTERCAPS_LINEAR |
4460 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4461 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4462 WINED3DPTFILTERCAPS_MIPLINEAR |
4463 WINED3DPTFILTERCAPS_MIPNEAREST |
4464 WINED3DPTFILTERCAPS_NEAREST;
4466 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4468 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4469 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4472 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4474 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4475 WINED3DPTFILTERCAPS_MAGFPOINT |
4476 WINED3DPTFILTERCAPS_MINFLINEAR |
4477 WINED3DPTFILTERCAPS_MINFPOINT |
4478 WINED3DPTFILTERCAPS_MIPFLINEAR |
4479 WINED3DPTFILTERCAPS_MIPFPOINT |
4480 WINED3DPTFILTERCAPS_LINEAR |
4481 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4482 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4483 WINED3DPTFILTERCAPS_MIPLINEAR |
4484 WINED3DPTFILTERCAPS_MIPNEAREST |
4485 WINED3DPTFILTERCAPS_NEAREST;
4487 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4489 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4490 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4493 pCaps->CubeTextureFilterCaps = 0;
4495 if (gl_info->supported[EXT_TEXTURE3D])
4497 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4498 WINED3DPTFILTERCAPS_MAGFPOINT |
4499 WINED3DPTFILTERCAPS_MINFLINEAR |
4500 WINED3DPTFILTERCAPS_MINFPOINT |
4501 WINED3DPTFILTERCAPS_MIPFLINEAR |
4502 WINED3DPTFILTERCAPS_MIPFPOINT |
4503 WINED3DPTFILTERCAPS_LINEAR |
4504 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4505 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4506 WINED3DPTFILTERCAPS_MIPLINEAR |
4507 WINED3DPTFILTERCAPS_MIPNEAREST |
4508 WINED3DPTFILTERCAPS_NEAREST;
4510 pCaps->VolumeTextureFilterCaps = 0;
4512 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4513 WINED3DPTADDRESSCAPS_CLAMP |
4514 WINED3DPTADDRESSCAPS_WRAP;
4516 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4518 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4520 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4522 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4524 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4526 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4529 if (gl_info->supported[EXT_TEXTURE3D])
4531 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4532 WINED3DPTADDRESSCAPS_CLAMP |
4533 WINED3DPTADDRESSCAPS_WRAP;
4534 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4536 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4538 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4540 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4542 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4544 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4547 pCaps->VolumeTextureAddressCaps = 0;
4549 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4550 WINED3DLINECAPS_ZTEST |
4551 WINED3DLINECAPS_BLEND |
4552 WINED3DLINECAPS_ALPHACMP |
4553 WINED3DLINECAPS_FOG;
4554 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4555 * idea how generating the smoothing alpha values works; the result is different
4558 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4559 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4561 if (gl_info->supported[EXT_TEXTURE3D])
4562 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4564 pCaps->MaxVolumeExtent = 0;
4566 pCaps->MaxTextureRepeat = 32768;
4567 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4568 pCaps->MaxVertexW = 1.0f;
4570 pCaps->GuardBandLeft = 0.0f;
4571 pCaps->GuardBandTop = 0.0f;
4572 pCaps->GuardBandRight = 0.0f;
4573 pCaps->GuardBandBottom = 0.0f;
4575 pCaps->ExtentsAdjust = 0.0f;
4577 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4578 WINED3DSTENCILCAPS_INCRSAT |
4579 WINED3DSTENCILCAPS_INVERT |
4580 WINED3DSTENCILCAPS_KEEP |
4581 WINED3DSTENCILCAPS_REPLACE |
4582 WINED3DSTENCILCAPS_ZERO;
4583 if (gl_info->supported[EXT_STENCIL_WRAP])
4585 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4586 WINED3DSTENCILCAPS_INCR;
4588 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4590 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4593 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4595 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4596 pCaps->MaxActiveLights = gl_info->limits.lights;
4598 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4599 pCaps->MaxVertexBlendMatrixIndex = 0;
4601 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4602 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4605 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4606 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4607 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4608 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4609 WINED3DVTXPCAPS_LOCALVIEWER |
4610 WINED3DVTXPCAPS_VERTEXFOG |
4611 WINED3DVTXPCAPS_TEXGEN;
4613 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4614 pCaps->MaxVertexIndex = 0xFFFFF;
4615 pCaps->MaxStreams = MAX_STREAMS;
4616 pCaps->MaxStreamStride = 1024;
4618 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4619 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4620 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4621 pCaps->MaxNpatchTessellationLevel = 0;
4622 pCaps->MasterAdapterOrdinal = 0;
4623 pCaps->AdapterOrdinalInGroup = 0;
4624 pCaps->NumberOfAdaptersInGroup = 1;
4626 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4628 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4629 WINED3DPTFILTERCAPS_MAGFPOINT |
4630 WINED3DPTFILTERCAPS_MINFLINEAR |
4631 WINED3DPTFILTERCAPS_MAGFLINEAR;
4632 pCaps->VertexTextureFilterCaps = 0;
4634 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4635 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4637 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4638 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4640 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4641 * Ignore shader model capabilities if disabled in config
4643 if(vs_selected_mode == SHADER_NONE) {
4644 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4645 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4646 pCaps->MaxVertexShaderConst = 0;
4648 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4649 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4652 if(ps_selected_mode == SHADER_NONE) {
4653 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4654 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4655 pCaps->PixelShader1xMaxValue = 0.0f;
4657 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4658 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4661 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4662 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4663 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4665 /* The following caps are shader specific, but they are things we cannot detect, or which
4666 * are the same among all shader models. So to avoid code duplication set the shader version
4667 * specific, but otherwise constant caps here
4669 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4670 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4671 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4672 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4673 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4674 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4675 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4677 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4678 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4680 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4682 pCaps->VS20Caps.Caps = 0;
4683 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4684 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4685 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4687 pCaps->MaxVShaderInstructionsExecuted = 65535;
4688 pCaps->MaxVertexShader30InstructionSlots = 0;
4689 } else { /* VS 1.x */
4690 pCaps->VS20Caps.Caps = 0;
4691 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4692 pCaps->VS20Caps.NumTemps = 0;
4693 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4695 pCaps->MaxVShaderInstructionsExecuted = 0;
4696 pCaps->MaxVertexShader30InstructionSlots = 0;
4699 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4700 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4701 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4703 /* 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 */
4704 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4705 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4706 WINED3DPS20CAPS_PREDICATION |
4707 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4708 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4709 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4710 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4711 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4712 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4714 pCaps->MaxPShaderInstructionsExecuted = 65535;
4715 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4716 adapter->gl_info.limits.arb_ps_instructions);
4718 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4720 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4721 pCaps->PS20Caps.Caps = 0;
4722 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4723 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4724 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4725 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4727 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4728 pCaps->MaxPixelShader30InstructionSlots = 0;
4729 } else { /* PS 1.x */
4730 pCaps->PS20Caps.Caps = 0;
4731 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4732 pCaps->PS20Caps.NumTemps = 0;
4733 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4734 pCaps->PS20Caps.NumInstructionSlots = 0;
4736 pCaps->MaxPShaderInstructionsExecuted = 0;
4737 pCaps->MaxPixelShader30InstructionSlots = 0;
4740 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4741 /* OpenGL supports all the formats below, perhaps not always
4742 * without conversion, but it supports them.
4743 * Further GLSL doesn't seem to have an official unsigned type so
4744 * don't advertise it yet as I'm not sure how we handle it.
4745 * We might need to add some clamping in the shader engine to
4747 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4748 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4749 WINED3DDTCAPS_UBYTE4N |
4750 WINED3DDTCAPS_SHORT2N |
4751 WINED3DDTCAPS_SHORT4N;
4752 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4754 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4755 WINED3DDTCAPS_FLOAT16_4;
4758 pCaps->DeclTypes = 0;
4760 /* Set DirectDraw helper Caps */
4761 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4762 WINEDDCKEYCAPS_SRCBLT;
4763 fx_caps = WINEDDFXCAPS_BLTALPHA |
4764 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4765 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4766 WINEDDFXCAPS_BLTROTATION90 |
4767 WINEDDFXCAPS_BLTSHRINKX |
4768 WINEDDFXCAPS_BLTSHRINKXN |
4769 WINEDDFXCAPS_BLTSHRINKY |
4770 WINEDDFXCAPS_BLTSHRINKXN |
4771 WINEDDFXCAPS_BLTSTRETCHX |
4772 WINEDDFXCAPS_BLTSTRETCHXN |
4773 WINEDDFXCAPS_BLTSTRETCHY |
4774 WINEDDFXCAPS_BLTSTRETCHYN;
4775 blit_caps = WINEDDCAPS_BLT |
4776 WINEDDCAPS_BLTCOLORFILL |
4777 WINEDDCAPS_BLTDEPTHFILL |
4778 WINEDDCAPS_BLTSTRETCH |
4779 WINEDDCAPS_CANBLTSYSMEM |
4780 WINEDDCAPS_CANCLIP |
4781 WINEDDCAPS_CANCLIPSTRETCHED |
4782 WINEDDCAPS_COLORKEY |
4783 WINEDDCAPS_COLORKEYHWASSIST |
4784 WINEDDCAPS_ALIGNBOUNDARYSRC;
4786 /* Fill the ddraw caps structure */
4787 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4788 WINEDDCAPS_PALETTE |
4790 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4791 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4792 WINEDDCAPS2_PRIMARYGAMMA |
4793 WINEDDCAPS2_WIDESURFACES |
4794 WINEDDCAPS2_CANRENDERWINDOWED;
4795 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4796 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4797 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4798 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4799 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4800 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4801 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4802 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4803 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4805 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4806 WINEDDSCAPS_BACKBUFFER |
4808 WINEDDSCAPS_FRONTBUFFER |
4809 WINEDDSCAPS_OFFSCREENPLAIN |
4810 WINEDDSCAPS_PALETTE |
4811 WINEDDSCAPS_PRIMARYSURFACE |
4812 WINEDDSCAPS_SYSTEMMEMORY |
4813 WINEDDSCAPS_VIDEOMEMORY |
4814 WINEDDSCAPS_VISIBLE;
4815 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4817 /* Set D3D caps if OpenGL is available. */
4818 if (adapter->opengl)
4820 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4821 WINEDDSCAPS_MIPMAP |
4822 WINEDDSCAPS_TEXTURE |
4823 WINEDDSCAPS_ZBUFFER;
4824 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4830 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4831 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4832 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4834 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4835 IWineD3DDeviceImpl *object;
4838 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4839 "parent %p, device_parent %p, device %p.\n",
4840 iface, adapter_idx, device_type, focus_window, flags,
4841 parent, device_parent, device);
4843 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4844 * number and create a device without a 3D adapter for 2D only operation. */
4845 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4847 return WINED3DERR_INVALIDCALL;
4850 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4853 ERR("Failed to allocate device memory.\n");
4854 return E_OUTOFMEMORY;
4857 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4860 WARN("Failed to initialize device, hr %#x.\n", hr);
4861 HeapFree(GetProcessHeap(), 0, object);
4865 TRACE("Created device %p.\n", object);
4866 *device = (IWineD3DDevice *)object;
4868 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4873 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4874 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4875 IUnknown_AddRef(This->parent);
4876 *pParent = This->parent;
4880 static void WINE_GLAPI invalid_func(const void *data)
4882 ERR("Invalid vertex attribute function called\n");
4886 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4888 ERR("Invalid texcoord function called\n");
4892 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4893 * the extension detection and are used in drawStridedSlow
4895 static void WINE_GLAPI position_d3dcolor(const void *data)
4897 DWORD pos = *((const DWORD *)data);
4899 FIXME("Add a test for fixed function position from d3dcolor type\n");
4900 glVertex4s(D3DCOLOR_B_R(pos),
4906 static void WINE_GLAPI position_float4(const void *data)
4908 const GLfloat *pos = data;
4910 if (pos[3] != 0.0f && pos[3] != 1.0f)
4912 float w = 1.0f / pos[3];
4914 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4922 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4924 DWORD diffuseColor = *((const DWORD *)data);
4926 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4927 D3DCOLOR_B_G(diffuseColor),
4928 D3DCOLOR_B_B(diffuseColor),
4929 D3DCOLOR_B_A(diffuseColor));
4932 static void WINE_GLAPI specular_d3dcolor(const void *data)
4934 DWORD specularColor = *((const DWORD *)data);
4935 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4936 D3DCOLOR_B_G(specularColor),
4937 D3DCOLOR_B_B(specularColor)};
4939 specular_func_3ubv(d);
4942 static void WINE_GLAPI warn_no_specular_func(const void *data)
4944 WARN("GL_EXT_secondary_color not supported\n");
4947 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4949 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4950 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4951 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4952 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4953 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4954 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4955 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4956 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4957 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4958 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4959 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4960 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4961 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4962 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4963 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4964 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4965 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4967 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4968 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4969 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4970 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4971 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4972 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4973 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4974 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4975 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4976 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4977 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4978 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4979 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4980 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4981 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4982 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4983 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4985 /* No 4 component entry points here */
4986 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4987 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4988 if (gl_info->supported[EXT_SECONDARY_COLOR])
4990 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4994 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4996 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4997 if (gl_info->supported[EXT_SECONDARY_COLOR])
4999 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5000 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5004 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5006 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5007 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5008 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5009 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5010 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5011 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5012 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5013 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5014 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5015 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5016 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5017 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5019 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5020 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5022 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5023 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5024 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5025 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5026 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5027 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5028 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5029 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5030 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5031 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5032 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5033 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5034 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5035 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5036 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5037 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5038 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5040 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5041 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5042 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5043 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5044 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5045 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5046 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5047 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5048 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5049 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5050 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5051 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5052 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5053 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5054 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5055 if (gl_info->supported[NV_HALF_FLOAT])
5057 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5058 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5059 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5061 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5062 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5066 static BOOL InitAdapters(IWineD3DImpl *This)
5068 static HMODULE mod_gl;
5070 int ps_selected_mode, vs_selected_mode;
5072 /* No need to hold any lock. The calling library makes sure only one thread calls
5073 * wined3d simultaneously
5076 TRACE("Initializing adapters\n");
5079 #ifdef USE_WIN32_OPENGL
5080 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5081 mod_gl = LoadLibraryA("opengl32.dll");
5083 ERR("Can't load opengl32.dll!\n");
5087 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5088 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5089 mod_gl = GetModuleHandleA("gdi32.dll");
5093 /* Load WGL core functions from opengl32.dll */
5094 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5098 if(!pwglGetProcAddress) {
5099 ERR("Unable to load wglGetProcAddress!\n");
5103 /* Dynamically load all GL core functions */
5107 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5108 * otherwise because we have to use winex11.drv's override
5110 #ifdef USE_WIN32_OPENGL
5111 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5112 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5114 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5115 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5118 glEnableWINE = glEnable;
5119 glDisableWINE = glDisable;
5121 /* For now only one default adapter */
5123 struct wined3d_adapter *adapter = &This->adapters[0];
5124 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5125 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5129 WineD3D_PixelFormat *cfgs;
5130 DISPLAY_DEVICEW DisplayDevice;
5133 TRACE("Initializing default adapter\n");
5134 adapter->ordinal = 0;
5135 adapter->monitorPoint.x = -1;
5136 adapter->monitorPoint.y = -1;
5138 if (!AllocateLocallyUniqueId(&adapter->luid))
5140 DWORD err = GetLastError();
5141 ERR("Failed to set adapter LUID (%#x).\n", err);
5144 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5145 adapter->luid.HighPart, adapter->luid.LowPart);
5147 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5149 ERR("Failed to get a gl context for default adapter\n");
5153 ret = IWineD3DImpl_FillGLCaps(adapter);
5155 ERR("Failed to initialize gl caps for default adapter\n");
5156 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5159 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5161 ERR("Failed to init gl formats\n");
5162 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5166 hdc = fake_gl_ctx.dc;
5168 /* Use the VideoRamSize registry setting when set */
5169 if(wined3d_settings.emulated_textureram)
5170 adapter->TextureRam = wined3d_settings.emulated_textureram;
5172 adapter->TextureRam = adapter->gl_info.vidmem;
5173 adapter->UsedTextureRam = 0;
5174 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5176 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5177 DisplayDevice.cb = sizeof(DisplayDevice);
5178 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5179 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5180 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5182 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5189 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5190 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5192 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5193 cfgs = adapter->cfgs;
5194 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5195 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5196 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5197 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5198 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5199 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5200 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5201 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5202 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5203 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5204 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5206 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5208 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5213 /* Cache the pixel format */
5214 cfgs->iPixelFormat = iPixelFormat;
5215 cfgs->redSize = values[0];
5216 cfgs->greenSize = values[1];
5217 cfgs->blueSize = values[2];
5218 cfgs->alphaSize = values[3];
5219 cfgs->colorSize = values[4];
5220 cfgs->depthSize = values[5];
5221 cfgs->stencilSize = values[6];
5222 cfgs->windowDrawable = values[7];
5223 cfgs->iPixelType = values[8];
5224 cfgs->doubleBuffer = values[9];
5225 cfgs->auxBuffers = values[10];
5227 cfgs->numSamples = 0;
5228 /* Check multisample support */
5229 if (gl_info->supported[ARB_MULTISAMPLE])
5231 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5233 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5234 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5235 * value[1] = number of multi sample buffers*/
5237 cfgs->numSamples = value[1];
5241 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5242 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5243 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5244 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5245 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5251 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5252 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5253 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5255 cfgs = adapter->cfgs;
5256 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5258 PIXELFORMATDESCRIPTOR ppfd;
5260 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5264 /* We only want HW acceleration using an OpenGL ICD driver.
5265 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5266 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5268 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5270 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5274 cfgs->iPixelFormat = iPixelFormat;
5275 cfgs->redSize = ppfd.cRedBits;
5276 cfgs->greenSize = ppfd.cGreenBits;
5277 cfgs->blueSize = ppfd.cBlueBits;
5278 cfgs->alphaSize = ppfd.cAlphaBits;
5279 cfgs->colorSize = ppfd.cColorBits;
5280 cfgs->depthSize = ppfd.cDepthBits;
5281 cfgs->stencilSize = ppfd.cStencilBits;
5282 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5283 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5284 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5285 cfgs->auxBuffers = ppfd.cAuxBuffers;
5286 cfgs->numSamples = 0;
5288 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5289 "depth=%d, stencil=%d, windowDrawable=%d\n",
5290 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5291 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5292 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5297 /* 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 */
5300 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5302 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5303 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5308 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5309 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5310 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5311 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5312 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5313 * driver is allowed to consume more bits EXCEPT for stencil bits.
5315 * Mark an adapter with this broken stencil behavior.
5317 adapter->brokenStencil = TRUE;
5318 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5320 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5321 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5322 adapter->brokenStencil = FALSE;
5327 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5329 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5330 fillGLAttribFuncs(&adapter->gl_info);
5331 adapter->opengl = TRUE;
5333 This->adapter_count = 1;
5334 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5339 /* Initialize an adapter for ddraw-only memory counting */
5340 memset(This->adapters, 0, sizeof(This->adapters));
5341 This->adapters[0].ordinal = 0;
5342 This->adapters[0].opengl = FALSE;
5343 This->adapters[0].monitorPoint.x = -1;
5344 This->adapters[0].monitorPoint.y = -1;
5346 This->adapters[0].driver_info.name = "Display";
5347 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5348 if(wined3d_settings.emulated_textureram) {
5349 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5351 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5354 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5356 This->adapter_count = 1;
5360 /**********************************************************
5361 * IWineD3D VTbl follows
5362 **********************************************************/
5364 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5367 IWineD3DImpl_QueryInterface,
5368 IWineD3DImpl_AddRef,
5369 IWineD3DImpl_Release,
5371 IWineD3DImpl_GetParent,
5372 IWineD3DImpl_GetAdapterCount,
5373 IWineD3DImpl_RegisterSoftwareDevice,
5374 IWineD3DImpl_GetAdapterMonitor,
5375 IWineD3DImpl_GetAdapterModeCount,
5376 IWineD3DImpl_EnumAdapterModes,
5377 IWineD3DImpl_GetAdapterDisplayMode,
5378 IWineD3DImpl_GetAdapterIdentifier,
5379 IWineD3DImpl_CheckDeviceMultiSampleType,
5380 IWineD3DImpl_CheckDepthStencilMatch,
5381 IWineD3DImpl_CheckDeviceType,
5382 IWineD3DImpl_CheckDeviceFormat,
5383 IWineD3DImpl_CheckDeviceFormatConversion,
5384 IWineD3DImpl_GetDeviceCaps,
5385 IWineD3DImpl_CreateDevice
5388 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5390 const struct wined3d_parent_ops wined3d_null_parent_ops =
5392 wined3d_null_wined3d_object_destroyed,
5395 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5397 wined3d->lpVtbl = &IWineD3D_Vtbl;
5398 wined3d->dxVersion = version;
5400 wined3d->parent = parent;
5402 if (!InitAdapters(wined3d))
5404 WARN("Failed to initialize adapters.\n");
5407 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);