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 GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 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_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
331 struct wined3d_adapter *adapter = D3DDevice->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532 wglFinish(); /* just to be sure */
534 memset(check, 0, sizeof(check));
535 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536 checkGLcall("Reading back the PBO test texture");
538 glDeleteTextures(1, &texture);
539 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540 checkGLcall("PBO test cleanup");
544 if (memcmp(check, pattern, sizeof(check)))
546 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
552 TRACE_(d3d_caps)("PBO test successful.\n");
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
559 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566 if (card_vendor != HW_VENDOR_ATI) return FALSE;
567 if (device == CARD_ATI_RADEON_X1600) return FALSE;
571 static BOOL match_fglrx(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 return gl_vendor == GL_VENDOR_FGLRX;
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
581 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
587 * dx10 cards usually have 64 varyings */
588 return gl_info->limits.glsl_varyings > 44;
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
598 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
602 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603 error = glGetError();
606 if(error == GL_NO_ERROR)
608 TRACE("GL Implementation accepts 4 component specular color pointers\n");
613 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614 debug_glerror(error));
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623 return gl_info->supported[NV_TEXTURE_SHADER];
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
633 const char *testcode =
635 "OPTION NV_vertex_program2;\n"
636 "MOV result.clip[0], 0.0;\n"
637 "MOV result.position, 0.0;\n"
640 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
645 GL_EXTCALL(glGenProgramsARB(1, &prog));
648 ERR("Failed to create the NVvp clip test program\n");
652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654 strlen(testcode), testcode));
655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
658 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
677 char data[4 * 4 * 4];
681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
683 memset(data, 0xcc, sizeof(data));
687 glGenTextures(1, &tex);
688 glBindTexture(GL_TEXTURE_2D, tex);
689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692 checkGLcall("glTexImage2D");
694 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697 checkGLcall("glFramebufferTexture2D");
699 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701 checkGLcall("glCheckFramebufferStatus");
703 memset(data, 0x11, sizeof(data));
704 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705 checkGLcall("glTexSubImage2D");
707 glClearColor(0.996, 0.729, 0.745, 0.792);
708 glClear(GL_COLOR_BUFFER_BIT);
709 checkGLcall("glClear");
711 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712 checkGLcall("glGetTexImage");
714 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716 glBindTexture(GL_TEXTURE_2D, 0);
717 checkGLcall("glBindTexture");
719 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720 glDeleteTextures(1, &tex);
721 checkGLcall("glDeleteTextures");
725 return *(DWORD *)data == 0x11111111;
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
730 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
738 quirk_arb_constants(gl_info);
739 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741 * allow 48 different offsets or other helper immediate values. */
742 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750 * most games, but avoids the crash
752 * A more sophisticated way would be to find all units that need texture coordinates and enable
753 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
756 * Note that disabling the extension entirely does not gain predictability because there is no point
757 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
760 if (gl_info->supported[ARB_POINT_SPRITE])
762 TRACE("Limiting point sprites to one texture unit.\n");
763 gl_info->limits.point_sprite_units = 1;
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
769 quirk_arb_constants(gl_info);
771 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773 * If real NP2 textures are used, the driver falls back to software. We could just remove the
774 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
779 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780 * has this extension promoted to core. The extension loading code sets this extension supported
781 * due to that, so this code works on fglrx as well. */
782 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
784 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
789 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790 * it is generally more efficient. Reserve just 8 constants. */
791 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
797 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
804 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805 * triggering the software fallback. There is not much we can do here apart from disabling the
806 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807 * in IWineD3DImpl_FillGLCaps).
808 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809 * post-processing effects in the game "Max Payne 2").
810 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
811 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
818 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822 * according to the spec.
824 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825 * makes the shader slower and eats instruction slots which should be available to the d3d app.
827 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829 * this workaround is activated on cards that do not need it, it won't break things, just affect
830 * performance negatively. */
831 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
837 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
847 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
853 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
863 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865 void (*apply)(struct wined3d_gl_info *gl_info);
866 const char *description;
869 static const struct driver_quirk quirk_table[] =
872 match_ati_r300_to_500,
874 "ATI GLSL constant and normalized texrect quirk"
876 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877 * used it falls back to software. While the compiler can detect if the shader uses all declared
878 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879 * using relative addressing falls back to software.
881 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
884 quirk_apple_glsl_constants,
885 "Apple GLSL uniform override"
890 "Geforce 5 NP2 disable"
895 "Init texcoord .w for Apple Intel GPU driver"
898 match_apple_nonr500ati,
900 "Init texcoord .w for Apple ATI >= r600 GPU driver"
904 quirk_one_point_sprite,
905 "Fglrx point sprite crash workaround"
910 "Reserved varying for gl_ClipPos"
913 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914 * GL implementations accept it. The Mac GL is the only implementation known to
917 * If we can pass 4 component specular colors, do it, because (a) we don't have
918 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919 * passes specular alpha to the pixel shader if any is used. Otherwise the
920 * specular alpha is used to pass the fog coordinate, which we pass to opengl
921 * via GL_EXT_fog_coord.
923 match_allows_spec_alpha,
924 quirk_allows_specular_alpha,
925 "Allow specular alpha quirk"
928 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
933 "Apple NV_texture_shader disable"
936 match_broken_nv_clip,
937 quirk_disable_nvvp_clip,
938 "Apple NV_vertex_program clip bug quirk"
941 match_fbo_tex_update,
942 quirk_fbo_tex_update,
943 "FBO rebind for attachment updates"
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948 * reporting a driver version is moot because we are not the Windows driver, and we have different
949 * bugs, features, etc.
951 * The driver version has the form "x.y.z.w".
953 * "x" is the Windows version the driver is meant for:
960 * "y" is the Direct3D level the driver supports:
967 * "z" is unknown, possibly vendor specific.
969 * "w" is the vendor specific driver version.
971 struct driver_version_information
973 WORD vendor; /* reported PCI card vendor ID */
974 WORD card; /* reported PCI card device ID */
975 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
976 WORD d3d_level; /* driver hiword to report */
977 WORD lopart_hi, lopart_lo; /* driver loword to report */
980 static const struct driver_version_information driver_version_table[] =
982 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983 * 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
984 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
987 * All version numbers used below are from the Linux nvidia drivers. */
988 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
989 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
990 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1020 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1022 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1023 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1034 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1040 OSVERSIONINFOW os_version;
1041 WORD driver_os_version;
1044 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1046 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047 vendor = wined3d_settings.pci_vendor_id;
1049 driver_info->vendor = vendor;
1051 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1053 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054 device = wined3d_settings.pci_device_id;
1056 driver_info->device = device;
1061 driver_info->name = "ati2dvag.dll";
1064 case HW_VENDOR_NVIDIA:
1065 driver_info->name = "nv4_disp.dll";
1068 case HW_VENDOR_INTEL:
1070 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071 driver_info->name = "Display";
1075 memset(&os_version, 0, sizeof(os_version));
1076 os_version.dwOSVersionInfoSize = sizeof(os_version);
1077 if (!GetVersionExW(&os_version))
1079 ERR("Failed to get OS version, reporting 2000/XP.\n");
1080 driver_os_version = 6;
1084 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085 switch (os_version.dwMajorVersion)
1088 driver_os_version = 4;
1092 driver_os_version = 6;
1096 if (os_version.dwMinorVersion == 0)
1098 driver_os_version = 7;
1102 if (os_version.dwMinorVersion > 1)
1104 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105 os_version.dwMajorVersion, os_version.dwMinorVersion);
1107 driver_os_version = 8;
1112 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113 os_version.dwMajorVersion, os_version.dwMinorVersion);
1114 driver_os_version = 6;
1119 driver_info->description = "Direct3D HAL";
1120 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1125 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1127 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1129 driver_info->description = driver_version_table[i].description;
1130 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132 driver_version_table[i].lopart_lo);
1137 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138 driver_info->version_high, driver_info->version_low);
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1147 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1149 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151 quirk_table[i].apply(gl_info);
1154 /* Find out if PBOs work as they are supposed to. */
1155 test_pbo_functionality(gl_info);
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1160 const char *ptr = gl_version;
1164 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1166 while (isdigit(*ptr)) ++ptr;
1167 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1171 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1173 return MAKEDWORD_VERSION(major, minor);
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1179 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1183 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189 * DirectDraw, not OpenGL. */
1190 if (gl_info->supported[APPLE_FENCE]
1191 && gl_info->supported[APPLE_CLIENT_STORAGE]
1192 && gl_info->supported[APPLE_FLUSH_RENDER]
1193 && gl_info->supported[APPLE_YCBCR_422])
1194 return GL_VENDOR_APPLE;
1196 if (strstr(gl_vendor_string, "NVIDIA"))
1197 return GL_VENDOR_NVIDIA;
1199 if (strstr(gl_vendor_string, "ATI"))
1200 return GL_VENDOR_FGLRX;
1202 if (strstr(gl_vendor_string, "Intel(R)")
1203 || strstr(gl_renderer, "Intel(R)")
1204 || strstr(gl_vendor_string, "Intel Inc."))
1205 return GL_VENDOR_INTEL;
1207 if (strstr(gl_vendor_string, "Mesa")
1208 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209 || strstr(gl_vendor_string, "DRI R300 Project")
1210 || strstr(gl_vendor_string, "X.Org R300 Project")
1211 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212 || strstr(gl_vendor_string, "VMware, Inc.")
1213 || strstr(gl_renderer, "Mesa")
1214 || strstr(gl_renderer, "Gallium"))
1215 return GL_VENDOR_MESA;
1217 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218 debugstr_a(gl_vendor_string));
1220 return GL_VENDOR_UNKNOWN;
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1225 if (strstr(gl_vendor_string, "NVIDIA"))
1226 return HW_VENDOR_NVIDIA;
1228 if (strstr(gl_vendor_string, "ATI")
1229 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230 || strstr(gl_vendor_string, "X.Org R300 Project")
1231 || strstr(gl_vendor_string, "DRI R300 Project"))
1232 return HW_VENDOR_ATI;
1234 if (strstr(gl_vendor_string, "Intel(R)")
1235 || strstr(gl_renderer, "Intel(R)")
1236 || strstr(gl_vendor_string, "Intel Inc."))
1237 return HW_VENDOR_INTEL;
1239 if (strstr(gl_vendor_string, "Mesa")
1240 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241 || strstr(gl_vendor_string, "VMware, Inc."))
1242 return HW_VENDOR_SOFTWARE;
1244 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1246 return HW_VENDOR_NVIDIA;
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252 const char *gl_renderer, unsigned int *vidmem)
1254 if (WINE_D3D10_CAPABLE(gl_info))
1256 /* Geforce 200 - highend */
1257 if (strstr(gl_renderer, "GTX 280")
1258 || strstr(gl_renderer, "GTX 285")
1259 || strstr(gl_renderer, "GTX 295"))
1262 return CARD_NVIDIA_GEFORCE_GTX280;
1265 /* Geforce 200 - midend high */
1266 if (strstr(gl_renderer, "GTX 275"))
1269 return CARD_NVIDIA_GEFORCE_GTX275;
1272 /* Geforce 200 - midend */
1273 if (strstr(gl_renderer, "GTX 260"))
1276 return CARD_NVIDIA_GEFORCE_GTX260;
1278 /* Geforce 200 - midend */
1279 if (strstr(gl_renderer, "GT 240"))
1282 return CARD_NVIDIA_GEFORCE_GT240;
1285 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1286 if (strstr(gl_renderer, "9800")
1287 || strstr(gl_renderer, "GTS 150")
1288 || strstr(gl_renderer, "GTS 250"))
1291 return CARD_NVIDIA_GEFORCE_9800GT;
1294 /* Geforce9 - midend */
1295 if (strstr(gl_renderer, "9600"))
1297 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1298 return CARD_NVIDIA_GEFORCE_9600GT;
1301 /* Geforce9 - midend low / Geforce 200 - low */
1302 if (strstr(gl_renderer, "9500")
1303 || strstr(gl_renderer, "GT 120")
1304 || strstr(gl_renderer, "GT 130"))
1306 *vidmem = 256; /* The 9500GT has 256-1024MB */
1307 return CARD_NVIDIA_GEFORCE_9500GT;
1310 /* Geforce9 - lowend */
1311 if (strstr(gl_renderer, "9400"))
1313 *vidmem = 256; /* The 9400GT has 256-1024MB */
1314 return CARD_NVIDIA_GEFORCE_9400GT;
1317 /* Geforce9 - lowend low */
1318 if (strstr(gl_renderer, "9100")
1319 || strstr(gl_renderer, "9200")
1320 || strstr(gl_renderer, "9300")
1321 || strstr(gl_renderer, "G 100"))
1323 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1324 return CARD_NVIDIA_GEFORCE_9200;
1327 /* Geforce8 - highend */
1328 if (strstr(gl_renderer, "8800"))
1330 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1331 return CARD_NVIDIA_GEFORCE_8800GTS;
1334 /* Geforce8 - midend mobile */
1335 if (strstr(gl_renderer, "8600 M"))
1338 return CARD_NVIDIA_GEFORCE_8600MGT;
1341 /* Geforce8 - midend */
1342 if (strstr(gl_renderer, "8600")
1343 || strstr(gl_renderer, "8700"))
1346 return CARD_NVIDIA_GEFORCE_8600GT;
1349 /* Geforce8 - lowend */
1350 if (strstr(gl_renderer, "8100")
1351 || strstr(gl_renderer, "8200")
1352 || strstr(gl_renderer, "8300")
1353 || strstr(gl_renderer, "8400")
1354 || strstr(gl_renderer, "8500"))
1356 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1357 return CARD_NVIDIA_GEFORCE_8300GS;
1360 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1362 return CARD_NVIDIA_GEFORCE_8300GS;
1365 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1366 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1368 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1370 /* Geforce7 - highend */
1371 if (strstr(gl_renderer, "7800")
1372 || strstr(gl_renderer, "7900")
1373 || strstr(gl_renderer, "7950")
1374 || strstr(gl_renderer, "Quadro FX 4")
1375 || strstr(gl_renderer, "Quadro FX 5"))
1377 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1378 return CARD_NVIDIA_GEFORCE_7800GT;
1381 /* Geforce7 midend */
1382 if (strstr(gl_renderer, "7600")
1383 || strstr(gl_renderer, "7700"))
1385 *vidmem = 256; /* The 7600 uses 256-512MB */
1386 return CARD_NVIDIA_GEFORCE_7600;
1389 /* Geforce7 lower medium */
1390 if (strstr(gl_renderer, "7400"))
1392 *vidmem = 256; /* The 7400 uses 256-512MB */
1393 return CARD_NVIDIA_GEFORCE_7400;
1396 /* Geforce7 lowend */
1397 if (strstr(gl_renderer, "7300"))
1399 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1400 return CARD_NVIDIA_GEFORCE_7300;
1403 /* Geforce6 highend */
1404 if (strstr(gl_renderer, "6800"))
1406 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1407 return CARD_NVIDIA_GEFORCE_6800;
1410 /* Geforce6 - midend */
1411 if (strstr(gl_renderer, "6600")
1412 || strstr(gl_renderer, "6610")
1413 || strstr(gl_renderer, "6700"))
1415 *vidmem = 128; /* A 6600GT has 128-256MB */
1416 return CARD_NVIDIA_GEFORCE_6600GT;
1419 /* Geforce6/7 lowend */
1421 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1424 if (WINE_D3D9_CAPABLE(gl_info))
1426 /* GeforceFX - highend */
1427 if (strstr(gl_renderer, "5800")
1428 || strstr(gl_renderer, "5900")
1429 || strstr(gl_renderer, "5950")
1430 || strstr(gl_renderer, "Quadro FX"))
1432 *vidmem = 256; /* 5800-5900 cards use 256MB */
1433 return CARD_NVIDIA_GEFORCEFX_5800;
1436 /* GeforceFX - midend */
1437 if (strstr(gl_renderer, "5600")
1438 || strstr(gl_renderer, "5650")
1439 || strstr(gl_renderer, "5700")
1440 || strstr(gl_renderer, "5750"))
1442 *vidmem = 128; /* A 5600 uses 128-256MB */
1443 return CARD_NVIDIA_GEFORCEFX_5600;
1446 /* GeforceFX - lowend */
1447 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1448 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1451 if (WINE_D3D8_CAPABLE(gl_info))
1453 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1455 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1456 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1459 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1460 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1463 if (WINE_D3D7_CAPABLE(gl_info))
1465 if (strstr(gl_renderer, "GeForce4 MX"))
1467 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1468 * early models had 32MB but most have 64MB or even 128MB. */
1470 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1473 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1475 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1476 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1479 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1481 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1482 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1485 /* Most Geforce1 cards have 32MB, there are also some rare 16
1486 * and 64MB (Dell) models. */
1488 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1491 if (strstr(gl_renderer, "TNT2"))
1493 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1494 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1497 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1498 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1502 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1503 const char *gl_renderer, unsigned int *vidmem)
1505 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1507 * Beware: renderer string do not match exact card model,
1508 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1509 if (WINE_D3D9_CAPABLE(gl_info))
1511 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1512 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1513 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1514 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1516 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1517 return CARD_ATI_RADEON_HD5800;
1520 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1521 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1522 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1523 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1525 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1526 return CARD_ATI_RADEON_HD5700;
1529 /* Radeon R7xx HD4800 - highend */
1530 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1531 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1532 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1533 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1534 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1536 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1537 return CARD_ATI_RADEON_HD4800;
1540 /* Radeon R740 HD4700 - midend */
1541 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1542 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1545 return CARD_ATI_RADEON_HD4700;
1548 /* Radeon R730 HD4600 - midend */
1549 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1550 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1551 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1554 return CARD_ATI_RADEON_HD4600;
1557 /* Radeon R710 HD4500/HD4350 - lowend */
1558 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1559 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1562 return CARD_ATI_RADEON_HD4350;
1565 /* Radeon R6xx HD2900/HD3800 - highend */
1566 if (strstr(gl_renderer, "HD 2900")
1567 || strstr(gl_renderer, "HD 3870")
1568 || strstr(gl_renderer, "HD 3850"))
1570 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1571 return CARD_ATI_RADEON_HD2900;
1574 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1575 if (strstr(gl_renderer, "HD 2600")
1576 || strstr(gl_renderer, "HD 3830")
1577 || strstr(gl_renderer, "HD 3690")
1578 || strstr(gl_renderer, "HD 3650"))
1580 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1581 return CARD_ATI_RADEON_HD2600;
1584 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1585 if (strstr(gl_renderer, "HD 2300")
1586 || strstr(gl_renderer, "HD 2400")
1587 || strstr(gl_renderer, "HD 3470")
1588 || strstr(gl_renderer, "HD 3450")
1589 || strstr(gl_renderer, "HD 3430")
1590 || strstr(gl_renderer, "HD 3400"))
1592 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1593 return CARD_ATI_RADEON_HD2300;
1596 /* Radeon R6xx/R7xx integrated */
1597 if (strstr(gl_renderer, "HD 3100")
1598 || strstr(gl_renderer, "HD 3200")
1599 || strstr(gl_renderer, "HD 3300"))
1601 *vidmem = 128; /* 128MB */
1602 return CARD_ATI_RADEON_HD3200;
1606 if (strstr(gl_renderer, "X1600")
1607 || strstr(gl_renderer, "X1650")
1608 || strstr(gl_renderer, "X1800")
1609 || strstr(gl_renderer, "X1900")
1610 || strstr(gl_renderer, "X1950"))
1612 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1613 return CARD_ATI_RADEON_X1600;
1616 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1617 if (strstr(gl_renderer, "X700")
1618 || strstr(gl_renderer, "X800")
1619 || strstr(gl_renderer, "X850")
1620 || strstr(gl_renderer, "X1300")
1621 || strstr(gl_renderer, "X1400")
1622 || strstr(gl_renderer, "X1450")
1623 || strstr(gl_renderer, "X1550"))
1625 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1626 return CARD_ATI_RADEON_X700;
1629 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1630 if (strstr(gl_renderer, "Radeon Xpress"))
1632 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1633 return CARD_ATI_RADEON_XPRESS_200M;
1637 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1638 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1641 if (WINE_D3D8_CAPABLE(gl_info))
1643 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1644 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1647 if (WINE_D3D7_CAPABLE(gl_info))
1649 *vidmem = 32; /* There are models with up to 64MB */
1650 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1653 *vidmem = 16; /* There are 16-32MB models */
1654 return CARD_ATI_RAGE_128PRO;
1658 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1659 const char *gl_renderer, unsigned int *vidmem)
1661 if (strstr(gl_renderer, "X3100"))
1663 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1665 return CARD_INTEL_X3100;
1668 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1670 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1672 return CARD_INTEL_I945GM;
1675 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1676 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1677 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1678 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1679 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1680 return CARD_INTEL_I915G;
1684 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1685 const char *gl_renderer, unsigned int *vidmem)
1687 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1689 * Beware: renderer string do not match exact card model,
1690 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1691 if (strstr(gl_renderer, "Gallium"))
1693 /* Radeon R7xx HD4800 - highend */
1694 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1695 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1696 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1698 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1699 return CARD_ATI_RADEON_HD4800;
1702 /* Radeon R740 HD4700 - midend */
1703 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1706 return CARD_ATI_RADEON_HD4700;
1709 /* Radeon R730 HD4600 - midend */
1710 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1713 return CARD_ATI_RADEON_HD4600;
1716 /* Radeon R710 HD4500/HD4350 - lowend */
1717 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1720 return CARD_ATI_RADEON_HD4350;
1723 /* Radeon R6xx HD2900/HD3800 - highend */
1724 if (strstr(gl_renderer, "R600")
1725 || strstr(gl_renderer, "RV670")
1726 || strstr(gl_renderer, "R680"))
1728 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1729 return CARD_ATI_RADEON_HD2900;
1732 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1733 if (strstr(gl_renderer, "RV630")
1734 || strstr(gl_renderer, "RV635"))
1736 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1737 return CARD_ATI_RADEON_HD2600;
1740 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1741 if (strstr(gl_renderer, "RV610")
1742 || strstr(gl_renderer, "RV620"))
1744 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1745 return CARD_ATI_RADEON_HD2300;
1748 /* Radeon R6xx/R7xx integrated */
1749 if (strstr(gl_renderer, "RS780")
1750 || strstr(gl_renderer, "RS880"))
1752 *vidmem = 128; /* 128MB */
1753 return CARD_ATI_RADEON_HD3200;
1757 if (strstr(gl_renderer, "RV530")
1758 || strstr(gl_renderer, "RV535")
1759 || strstr(gl_renderer, "RV560")
1760 || strstr(gl_renderer, "R520")
1761 || strstr(gl_renderer, "RV570")
1762 || strstr(gl_renderer, "R580"))
1764 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1765 return CARD_ATI_RADEON_X1600;
1768 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1769 if (strstr(gl_renderer, "R410")
1770 || strstr(gl_renderer, "R420")
1771 || strstr(gl_renderer, "R423")
1772 || strstr(gl_renderer, "R430")
1773 || strstr(gl_renderer, "R480")
1774 || strstr(gl_renderer, "R481")
1775 || strstr(gl_renderer, "RV410")
1776 || strstr(gl_renderer, "RV515")
1777 || strstr(gl_renderer, "RV516"))
1779 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1780 return CARD_ATI_RADEON_X700;
1783 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1784 if (strstr(gl_renderer, "RS400")
1785 || strstr(gl_renderer, "RS480")
1786 || strstr(gl_renderer, "RS482")
1787 || strstr(gl_renderer, "RS485")
1788 || strstr(gl_renderer, "RS600")
1789 || strstr(gl_renderer, "RS690")
1790 || strstr(gl_renderer, "RS740"))
1792 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1793 return CARD_ATI_RADEON_XPRESS_200M;
1797 if (strstr(gl_renderer, "R300")
1798 || strstr(gl_renderer, "RV350")
1799 || strstr(gl_renderer, "RV351")
1800 || strstr(gl_renderer, "RV360")
1801 || strstr(gl_renderer, "RV370")
1802 || strstr(gl_renderer, "R350")
1803 || strstr(gl_renderer, "R360"))
1805 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1806 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1810 if (WINE_D3D9_CAPABLE(gl_info))
1812 /* Radeon R7xx HD4800 - highend */
1813 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1814 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1815 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1817 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1818 return CARD_ATI_RADEON_HD4800;
1821 /* Radeon R740 HD4700 - midend */
1822 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1825 return CARD_ATI_RADEON_HD4700;
1828 /* Radeon R730 HD4600 - midend */
1829 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1832 return CARD_ATI_RADEON_HD4600;
1835 /* Radeon R710 HD4500/HD4350 - lowend */
1836 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1839 return CARD_ATI_RADEON_HD4350;
1842 /* Radeon R6xx HD2900/HD3800 - highend */
1843 if (strstr(gl_renderer, "(R600")
1844 || strstr(gl_renderer, "(RV670")
1845 || strstr(gl_renderer, "(R680"))
1847 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1848 return CARD_ATI_RADEON_HD2900;
1851 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1852 if (strstr(gl_renderer, "(RV630")
1853 || strstr(gl_renderer, "(RV635"))
1855 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1856 return CARD_ATI_RADEON_HD2600;
1859 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1860 if (strstr(gl_renderer, "(RV610")
1861 || strstr(gl_renderer, "(RV620"))
1863 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1864 return CARD_ATI_RADEON_HD2300;
1867 /* Radeon R6xx/R7xx integrated */
1868 if (strstr(gl_renderer, "(RS780")
1869 || strstr(gl_renderer, "(RS880"))
1871 *vidmem = 128; /* 128MB */
1872 return CARD_ATI_RADEON_HD3200;
1876 if (WINE_D3D8_CAPABLE(gl_info))
1878 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1879 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1882 if (WINE_D3D7_CAPABLE(gl_info))
1884 *vidmem = 32; /* There are models with up to 64MB */
1885 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1888 *vidmem = 16; /* There are 16-32MB models */
1889 return CARD_ATI_RAGE_128PRO;
1893 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1894 const char *gl_renderer, unsigned int *vidmem)
1896 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1897 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1898 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1899 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1900 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1901 return CARD_NVIDIA_RIVA_128;
1904 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1905 const char *gl_renderer, unsigned int *vidmem)
1907 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1908 return CARD_INTEL_I915G;
1912 struct vendor_card_selection
1914 enum wined3d_gl_vendor gl_vendor;
1915 enum wined3d_pci_vendor card_vendor;
1916 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1917 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1918 unsigned int *vidmem );
1921 static const struct vendor_card_selection vendor_card_select_table[] =
1923 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1924 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1925 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1926 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1927 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1928 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1929 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1930 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1934 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1935 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1937 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1938 * different GPUs with roughly the same features. In most cases GPUs from a
1939 * certain family differ in clockspeeds, the amount of video memory and the
1940 * number of shader pipelines.
1942 * A Direct3D device object contains the PCI id (vendor + device) of the
1943 * videocard which is used for rendering. Various applications use this
1944 * information to get a rough estimation of the features of the card and
1945 * some might use it for enabling 3d effects only on certain types of
1946 * videocards. In some cases games might even use it to work around bugs
1947 * which happen on certain videocards/driver combinations. The problem is
1948 * that OpenGL only exposes a rendering string containing the name of the
1949 * videocard and not the PCI id.
1951 * Various games depend on the PCI id, so somehow we need to provide one.
1952 * A simple option is to parse the renderer string and translate this to
1953 * the right PCI id. This is a lot of work because there are more than 200
1954 * GPUs just for Nvidia. Various cards share the same renderer string, so
1955 * the amount of code might be 'small' but there are quite a number of
1956 * exceptions which would make this a pain to maintain. Another way would
1957 * be to query the PCI id from the operating system (assuming this is the
1958 * videocard which is used for rendering which is not always the case).
1959 * This would work but it is not very portable. Second it would not work
1960 * well in, let's say, a remote X situation in which the amount of 3d
1961 * features which can be used is limited.
1963 * As said most games only use the PCI id to get an indication of the
1964 * capabilities of the card. It doesn't really matter if the given id is
1965 * the correct one if we return the id of a card with similar 3d features.
1967 * The code below checks the OpenGL capabilities of a videocard and matches
1968 * that to a certain level of Direct3D functionality. Once a card passes
1969 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1970 * least a GeforceFX. To give a better estimate we do a basic check on the
1971 * renderer string but if that won't pass we return a default card. This
1972 * way is better than maintaining a full card database as even without a
1973 * full database we can return a card with similar features. Second the
1974 * size of the database can be made quite small because when you know what
1975 * type of 3d functionality a card has, you know to which GPU family the
1976 * GPU must belong. Because of this you only have to check a small part of
1977 * the renderer string to distinguishes between different models from that
1980 * The code also selects a default amount of video memory which we will
1981 * use for an estimation of the amount of free texture memory. In case of
1982 * real D3D the amount of texture memory includes video memory and system
1983 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1984 * HyperMemory). We don't know how much system memory can be addressed by
1985 * the system but we can make a reasonable estimation about the amount of
1986 * video memory. If the value is slightly wrong it doesn't matter as we
1987 * didn't include AGP-like memory which makes the amount of addressable
1988 * memory higher and second OpenGL isn't that critical it moves to system
1989 * memory behind our backs if really needed. Note that the amount of video
1990 * memory can be overruled using a registry setting. */
1994 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1996 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1997 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1999 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2000 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2003 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2004 *gl_vendor, *card_vendor);
2006 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2007 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2008 * them a good generic choice. */
2009 *card_vendor = HW_VENDOR_NVIDIA;
2010 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2011 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2012 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2013 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2014 return CARD_NVIDIA_RIVA_128;
2017 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2019 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2020 int vs_selected_mode, ps_selected_mode;
2022 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2023 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2024 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2025 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2026 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2027 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2028 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2029 else return &ffp_fragment_pipeline;
2032 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2034 int vs_selected_mode, ps_selected_mode;
2036 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2037 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2038 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2039 return &none_shader_backend;
2042 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2044 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2045 int vs_selected_mode, ps_selected_mode;
2047 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2048 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2049 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2050 else return &ffp_blit;
2053 /* Context activation is done by the caller. */
2054 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2056 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2057 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2058 const char *GL_Extensions = NULL;
2059 const char *WGL_Extensions = NULL;
2060 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2061 struct fragment_caps fragment_caps;
2062 enum wined3d_gl_vendor gl_vendor;
2063 enum wined3d_pci_vendor card_vendor;
2064 enum wined3d_pci_device device;
2066 GLfloat gl_floatv[2];
2069 unsigned int vidmem=0;
2073 TRACE_(d3d_caps)("(%p)\n", gl_info);
2077 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2078 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2079 if (!gl_renderer_str)
2082 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2086 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2087 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2091 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2095 /* Parse the GL_VERSION field into major and minor information */
2096 gl_version_str = (const char *)glGetString(GL_VERSION);
2097 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2098 if (!gl_version_str)
2101 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2104 gl_version = wined3d_parse_gl_version(gl_version_str);
2107 * Initialize openGL extension related variables
2108 * with Default values
2110 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2111 gl_info->limits.blends = 1;
2112 gl_info->limits.buffers = 1;
2113 gl_info->limits.textures = 1;
2114 gl_info->limits.fragment_samplers = 1;
2115 gl_info->limits.vertex_samplers = 0;
2116 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2117 gl_info->limits.sampler_stages = 1;
2118 gl_info->limits.glsl_vs_float_constants = 0;
2119 gl_info->limits.glsl_ps_float_constants = 0;
2120 gl_info->limits.arb_vs_float_constants = 0;
2121 gl_info->limits.arb_vs_native_constants = 0;
2122 gl_info->limits.arb_vs_instructions = 0;
2123 gl_info->limits.arb_vs_temps = 0;
2124 gl_info->limits.arb_ps_float_constants = 0;
2125 gl_info->limits.arb_ps_local_constants = 0;
2126 gl_info->limits.arb_ps_instructions = 0;
2127 gl_info->limits.arb_ps_temps = 0;
2129 /* Retrieve opengl defaults */
2130 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2131 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2132 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2134 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2135 gl_info->limits.lights = gl_max;
2136 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2138 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2139 gl_info->limits.texture_size = gl_max;
2140 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2142 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2143 gl_info->limits.pointsize_min = gl_floatv[0];
2144 gl_info->limits.pointsize_max = gl_floatv[1];
2145 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2147 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2148 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2152 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2158 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2160 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2162 while (*GL_Extensions)
2165 char current_ext[256];
2167 while (isspace(*GL_Extensions)) ++GL_Extensions;
2168 start = GL_Extensions;
2169 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2171 len = GL_Extensions - start;
2172 if (!len || len >= sizeof(current_ext)) continue;
2174 memcpy(current_ext, start, len);
2175 current_ext[len] = '\0';
2176 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2178 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2180 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2182 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2183 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2189 /* Now work out what GL support this card really has */
2190 #define USE_GL_FUNC(type, pfn, ext, replace) \
2192 DWORD ver = ver_for_ext(ext); \
2193 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2194 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2195 else gl_info->pfn = NULL; \
2200 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2206 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2207 * loading the functions, otherwise the code above will load the extension entry points instead of the
2208 * core functions, which may not work. */
2209 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2211 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2212 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2214 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2215 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2219 if (gl_info->supported[APPLE_FENCE])
2221 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2222 * The apple extension interacts with some other apple exts. Disable the NV
2223 * extension if the apple one is support to prevent confusion in other parts
2225 gl_info->supported[NV_FENCE] = FALSE;
2227 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2229 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2231 * The enums are the same:
2232 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2233 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2234 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2235 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2236 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2238 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2240 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2241 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2243 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2245 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2246 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2249 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2251 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2252 * functionality. Prefer the ARB extension */
2253 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2255 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2257 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2258 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2260 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2262 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2263 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2265 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2267 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2268 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2270 if (gl_info->supported[NV_TEXTURE_SHADER2])
2272 if (gl_info->supported[NV_REGISTER_COMBINERS])
2274 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2275 * are supported. The nv extensions provide the same functionality as the
2276 * ATI one, and a bit more(signed pixelformats). */
2277 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2281 if (gl_info->supported[NV_REGISTER_COMBINERS])
2283 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2284 gl_info->limits.general_combiners = gl_max;
2285 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2287 if (gl_info->supported[ARB_DRAW_BUFFERS])
2289 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2290 gl_info->limits.buffers = gl_max;
2291 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2293 if (gl_info->supported[ARB_MULTITEXTURE])
2295 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2296 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2297 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2299 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2302 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2303 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2307 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2309 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2311 if (gl_info->supported[ARB_VERTEX_SHADER])
2314 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2315 gl_info->limits.vertex_samplers = tmp;
2316 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2317 gl_info->limits.combined_samplers = tmp;
2319 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2320 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2321 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2322 * shader is used with fixed function vertex processing we're fine too because fixed function
2323 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2324 * used we have to make sure that all vertex sampler setups are valid together with all
2325 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2326 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2327 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2328 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2329 * a fixed function pipeline anymore.
2331 * So this is just a check to check that our assumption holds true. If not, write a warning
2332 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2333 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2334 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2336 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2337 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2338 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2339 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2340 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2342 gl_info->limits.vertex_samplers = 0;
2347 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2349 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2350 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2352 if (gl_info->supported[ARB_VERTEX_BLEND])
2354 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2355 gl_info->limits.blends = gl_max;
2356 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2358 if (gl_info->supported[EXT_TEXTURE3D])
2360 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2361 gl_info->limits.texture3d_size = gl_max;
2362 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2364 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2366 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2367 gl_info->limits.anisotropy = gl_max;
2368 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2370 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2372 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2373 gl_info->limits.arb_ps_float_constants = gl_max;
2374 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2375 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2376 gl_info->limits.arb_ps_native_constants = gl_max;
2377 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2378 gl_info->limits.arb_ps_native_constants);
2379 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2380 gl_info->limits.arb_ps_temps = gl_max;
2381 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2382 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2383 gl_info->limits.arb_ps_instructions = gl_max;
2384 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2385 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2386 gl_info->limits.arb_ps_local_constants = gl_max;
2387 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2389 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2391 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2392 gl_info->limits.arb_vs_float_constants = gl_max;
2393 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2394 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2395 gl_info->limits.arb_vs_native_constants = gl_max;
2396 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2397 gl_info->limits.arb_vs_native_constants);
2398 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2399 gl_info->limits.arb_vs_temps = gl_max;
2400 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2401 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2402 gl_info->limits.arb_vs_instructions = gl_max;
2403 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2405 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2407 if (gl_info->supported[ARB_VERTEX_SHADER])
2409 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2410 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2411 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2413 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2415 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2416 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2417 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2418 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2419 gl_info->limits.glsl_varyings = gl_max;
2420 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2422 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2424 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2425 unsigned int major, minor;
2427 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2429 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2430 sscanf(str, "%u.%u", &major, &minor);
2431 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2433 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2435 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2439 gl_info->limits.shininess = 128.0f;
2441 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2443 /* If we have full NP2 texture support, disable
2444 * GL_ARB_texture_rectangle because we will never use it.
2445 * This saves a few redundant glDisable calls. */
2446 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2448 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2450 /* Disable NV_register_combiners and fragment shader if this is supported.
2451 * generally the NV extensions are preferred over the ATI ones, and this
2452 * extension is disabled if register_combiners and texture_shader2 are both
2453 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2454 * fragment processing support. */
2455 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2456 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2457 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2458 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2460 if (gl_info->supported[NV_HALF_FLOAT])
2462 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2463 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2465 if (gl_info->supported[ARB_POINT_SPRITE])
2467 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2471 gl_info->limits.point_sprite_units = 0;
2473 checkGLcall("extension detection");
2477 adapter->fragment_pipe = select_fragment_implementation(adapter);
2478 adapter->shader_backend = select_shader_backend(adapter);
2479 adapter->blitter = select_blit_implementation(adapter);
2481 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2482 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2483 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2485 /* In some cases the number of texture stages can be larger than the number
2486 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2487 * shaders), but 8 texture stages (register combiners). */
2488 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2490 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2492 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2493 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2494 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2495 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2496 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2497 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2498 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2499 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2500 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2501 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2502 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2503 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2504 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2505 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2506 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2507 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2508 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2509 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2510 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2514 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2516 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2517 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2518 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2519 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2520 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2521 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2522 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2523 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2524 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2525 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2526 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2527 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2528 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2529 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2530 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2531 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2532 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2534 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2536 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2537 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2539 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2541 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2543 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2545 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2549 /* MRTs are currently only supported when FBOs are used. */
2550 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2552 gl_info->limits.buffers = 1;
2555 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2556 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2557 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2559 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2560 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2562 /* If we have an estimate use it, else default to 64MB; */
2564 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2566 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2568 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2569 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2570 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2571 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2572 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2573 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2574 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2575 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2577 /* Make sure there's an active HDC else the WGL extensions will fail */
2578 hdc = pwglGetCurrentDC();
2580 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2581 if(GL_EXTCALL(wglGetExtensionsStringARB))
2582 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2584 if (NULL == WGL_Extensions) {
2585 ERR(" WGL_Extensions returns NULL\n");
2587 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2588 while (*WGL_Extensions != 0x00) {
2592 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2593 Start = WGL_Extensions;
2594 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2598 len = WGL_Extensions - Start;
2599 if (len == 0 || len >= sizeof(ThisExtn))
2602 memcpy(ThisExtn, Start, len);
2603 ThisExtn[len] = '\0';
2604 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2606 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2607 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2608 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2610 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2611 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2612 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2618 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2619 init_driver_info(driver_info, card_vendor, device);
2620 add_gl_compat_wrappers(gl_info);
2625 /**********************************************************
2626 * IWineD3D implementation follows
2627 **********************************************************/
2629 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2630 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2632 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2634 return This->adapter_count;
2637 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2639 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2644 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2645 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2647 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2649 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2653 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2656 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2657 of the same bpp but different resolutions */
2659 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2660 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2661 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2662 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2664 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2668 /* TODO: Store modes per adapter and read it from the adapter structure */
2669 if (Adapter == 0) { /* Display */
2670 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2671 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2676 memset(&mode, 0, sizeof(mode));
2677 mode.dmSize = sizeof(mode);
2679 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2683 if (Format == WINED3DFMT_UNKNOWN)
2685 /* This is for D3D8, do not enumerate P8 here */
2686 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2688 else if (mode.dmBitsPerPel == format_bits)
2694 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2697 FIXME_(d3d_caps)("Adapter not primary display\n");
2702 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2703 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2704 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2705 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2707 /* Validate the parameters as much as possible */
2708 if (NULL == pMode ||
2709 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2710 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2711 return WINED3DERR_INVALIDCALL;
2714 /* TODO: Store modes per adapter and read it from the adapter structure */
2717 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2718 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2724 ZeroMemory(&DevModeW, sizeof(DevModeW));
2725 DevModeW.dmSize = sizeof(DevModeW);
2727 /* If we are filtering to a specific format (D3D9), then need to skip
2728 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2729 just count through the ones with valid bit depths */
2730 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2732 if (Format == WINED3DFMT_UNKNOWN)
2734 /* This is for D3D8, do not enumerate P8 here */
2735 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2737 else if (DevModeW.dmBitsPerPel == format_bits)
2744 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2745 return WINED3DERR_INVALIDCALL;
2749 /* Now get the display mode via the calculated index */
2750 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2751 pMode->Width = DevModeW.dmPelsWidth;
2752 pMode->Height = DevModeW.dmPelsHeight;
2753 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2754 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2755 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2757 if (Format == WINED3DFMT_UNKNOWN) {
2758 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2760 pMode->Format = Format;
2763 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2764 return WINED3DERR_INVALIDCALL;
2767 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2768 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2769 DevModeW.dmBitsPerPel);
2774 FIXME_(d3d_caps)("Adapter not primary display\n");
2780 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2782 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2784 if (NULL == pMode ||
2785 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2786 return WINED3DERR_INVALIDCALL;
2789 if (Adapter == 0) { /* Display */
2793 ZeroMemory(&DevModeW, sizeof(DevModeW));
2794 DevModeW.dmSize = sizeof(DevModeW);
2796 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2797 pMode->Width = DevModeW.dmPelsWidth;
2798 pMode->Height = DevModeW.dmPelsHeight;
2799 bpp = DevModeW.dmBitsPerPel;
2800 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2801 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2803 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2806 pMode->Format = pixelformat_for_depth(bpp);
2808 FIXME_(d3d_caps)("Adapter not primary display\n");
2811 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2812 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2816 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2817 and fields being inserted in the middle, a new structure is used in place */
2818 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2819 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2820 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2821 struct wined3d_adapter *adapter;
2824 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2826 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2827 return WINED3DERR_INVALIDCALL;
2830 adapter = &This->adapters[Adapter];
2832 /* Return the information requested */
2833 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2835 if (pIdentifier->driver_size)
2837 const char *name = adapter->driver_info.name;
2838 len = min(strlen(name), pIdentifier->driver_size - 1);
2839 memcpy(pIdentifier->driver, name, len);
2840 pIdentifier->driver[len] = '\0';
2843 if (pIdentifier->description_size)
2845 const char *description = adapter->driver_info.description;
2846 len = min(strlen(description), pIdentifier->description_size - 1);
2847 memcpy(pIdentifier->description, description, len);
2848 pIdentifier->description[len] = '\0';
2851 /* Note that d3d8 doesn't supply a device name. */
2852 if (pIdentifier->device_name_size)
2854 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2856 len = strlen(device_name);
2857 if (len >= pIdentifier->device_name_size)
2859 ERR("Device name size too small.\n");
2860 return WINED3DERR_INVALIDCALL;
2863 memcpy(pIdentifier->device_name, device_name, len);
2864 pIdentifier->device_name[len] = '\0';
2867 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2868 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2869 pIdentifier->vendor_id = adapter->driver_info.vendor;
2870 pIdentifier->device_id = adapter->driver_info.device;
2871 pIdentifier->subsystem_id = 0;
2872 pIdentifier->revision = 0;
2873 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2874 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2875 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2876 pIdentifier->video_memory = adapter->TextureRam;
2881 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2882 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2884 short redSize, greenSize, blueSize, alphaSize, colorBits;
2889 /* Float formats need FBOs. If FBOs are used this function isn't called */
2890 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2892 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2893 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2895 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2899 if(cfg->redSize < redSize)
2902 if(cfg->greenSize < greenSize)
2905 if(cfg->blueSize < blueSize)
2908 if(cfg->alphaSize < alphaSize)
2914 /* Probably a RGBA_float or color index mode */
2918 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2919 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2921 short depthSize, stencilSize;
2922 BOOL lockable = FALSE;
2927 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2929 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2933 /* Float formats need FBOs. If FBOs are used this function isn't called */
2934 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2936 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2939 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2940 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2941 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2942 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2945 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2946 * allow more stencil bits than requested. */
2947 if(cfg->stencilSize < stencilSize)
2953 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2954 WINED3DFORMAT AdapterFormat,
2955 WINED3DFORMAT RenderTargetFormat,
2956 WINED3DFORMAT DepthStencilFormat) {
2957 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2959 const WineD3D_PixelFormat *cfgs;
2960 const struct wined3d_adapter *adapter;
2961 const struct wined3d_format_desc *rt_format_desc;
2962 const struct wined3d_format_desc *ds_format_desc;
2965 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2967 DeviceType, debug_d3ddevicetype(DeviceType),
2968 AdapterFormat, debug_d3dformat(AdapterFormat),
2969 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2970 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2972 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2973 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2974 return WINED3DERR_INVALIDCALL;
2977 adapter = &This->adapters[Adapter];
2978 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2979 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2980 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2982 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2983 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2984 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2990 cfgs = adapter->cfgs;
2991 nCfgs = adapter->nCfgs;
2992 for (it = 0; it < nCfgs; ++it) {
2993 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2995 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2997 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3003 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3005 return WINED3DERR_NOTAVAILABLE;
3008 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3009 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3011 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3012 const struct wined3d_format_desc *glDesc;
3013 const struct wined3d_adapter *adapter;
3015 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3018 DeviceType, debug_d3ddevicetype(DeviceType),
3019 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3024 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3025 return WINED3DERR_INVALIDCALL;
3028 /* TODO: handle Windowed, add more quality levels */
3030 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3031 if(pQualityLevels) *pQualityLevels = 1;
3035 /* By default multisampling is disabled right now as it causes issues
3036 * on some Nvidia driver versions and it doesn't work well in combination
3038 if(!wined3d_settings.allow_multisampling)
3039 return WINED3DERR_NOTAVAILABLE;
3041 adapter = &This->adapters[Adapter];
3042 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3043 if (!glDesc) return WINED3DERR_INVALIDCALL;
3045 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3047 const WineD3D_PixelFormat *cfgs;
3049 cfgs = adapter->cfgs;
3050 nCfgs = adapter->nCfgs;
3051 for(i=0; i<nCfgs; i++) {
3052 if(cfgs[i].numSamples != MultiSampleType)
3055 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3058 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3061 *pQualityLevels = 1; /* Guess at a value! */
3065 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3066 short redSize, greenSize, blueSize, alphaSize, colorBits;
3068 const WineD3D_PixelFormat *cfgs;
3070 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3072 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3073 return WINED3DERR_NOTAVAILABLE;
3076 cfgs = adapter->cfgs;
3077 nCfgs = adapter->nCfgs;
3078 for(i=0; i<nCfgs; i++) {
3079 if(cfgs[i].numSamples != MultiSampleType)
3081 if(cfgs[i].redSize != redSize)
3083 if(cfgs[i].greenSize != greenSize)
3085 if(cfgs[i].blueSize != blueSize)
3087 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3088 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3090 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3093 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3096 *pQualityLevels = 1; /* Guess at a value! */
3100 return WINED3DERR_NOTAVAILABLE;
3103 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3104 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3106 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3109 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3110 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3111 debug_d3dformat(BackBufferFormat), Windowed);
3113 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3114 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3115 return WINED3DERR_INVALIDCALL;
3118 /* The task of this function is to check whether a certain display / backbuffer format
3119 * combination is available on the given adapter. In fullscreen mode microsoft specified
3120 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3121 * and display format should match exactly.
3122 * In windowed mode format conversion can occur and this depends on the driver. When format
3123 * conversion is done, this function should nevertheless fail and applications need to use
3124 * CheckDeviceFormatConversion.
3125 * At the moment we assume that fullscreen and windowed have the same capabilities */
3127 /* There are only 4 display formats */
3128 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3129 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3130 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3131 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3133 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3134 return WINED3DERR_NOTAVAILABLE;
3137 /* If the requested DisplayFormat is not available, don't continue */
3138 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3140 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3141 return WINED3DERR_NOTAVAILABLE;
3144 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3145 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3146 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3147 return WINED3DERR_NOTAVAILABLE;
3150 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3151 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3153 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3154 return WINED3DERR_NOTAVAILABLE;
3157 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3158 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3159 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3161 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3162 return WINED3DERR_NOTAVAILABLE;
3165 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3166 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3167 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3169 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3170 return WINED3DERR_NOTAVAILABLE;
3173 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3174 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3175 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3177 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3178 return WINED3DERR_NOTAVAILABLE;
3181 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3182 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3184 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3190 /* Check if we support bumpmapping for a format */
3191 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3192 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3194 switch(format_desc->format)
3196 case WINED3DFMT_R8G8_SNORM:
3197 case WINED3DFMT_R16G16_SNORM:
3198 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3199 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3200 case WINED3DFMT_R8G8B8A8_SNORM:
3201 /* Ask the fixed function pipeline implementation if it can deal
3202 * with the conversion. If we've got a GL extension giving native
3203 * support this will be an identity conversion. */
3204 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3206 TRACE_(d3d_caps)("[OK]\n");
3209 TRACE_(d3d_caps)("[FAILED]\n");
3213 TRACE_(d3d_caps)("[FAILED]\n");
3218 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3219 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3220 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3224 /* Only allow depth/stencil formats */
3225 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3227 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3229 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3230 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3234 /* Walk through all WGL pixel formats to find a match */
3235 for (it = 0; it < adapter->nCfgs; ++it)
3237 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3238 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3240 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3251 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3253 /* The flags entry of a format contains the filtering capability */
3254 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3259 /* Check the render target capabilities of a format */
3260 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3261 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3263 /* Filter out non-RT formats */
3264 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3265 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3266 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3268 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3269 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3271 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3272 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3274 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3275 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3276 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3277 TRACE_(d3d_caps)("[FAILED]\n");
3281 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3282 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3283 for (it = 0; it < adapter->nCfgs; ++it)
3285 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3286 &cfgs[it], check_format_desc))
3288 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3289 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3294 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3296 /* For now return TRUE for FBOs until we have some proper checks.
3297 * Note that this function will only be called when the format is around for texturing. */
3303 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3305 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3307 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3308 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3310 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3314 switch (format_desc->format)
3316 case WINED3DFMT_B8G8R8A8_UNORM:
3317 case WINED3DFMT_B8G8R8X8_UNORM:
3318 case WINED3DFMT_B4G4R4A4_UNORM:
3319 case WINED3DFMT_L8_UNORM:
3320 case WINED3DFMT_L8A8_UNORM:
3321 case WINED3DFMT_DXT1:
3322 case WINED3DFMT_DXT2:
3323 case WINED3DFMT_DXT3:
3324 case WINED3DFMT_DXT4:
3325 case WINED3DFMT_DXT5:
3326 TRACE_(d3d_caps)("[OK]\n");
3330 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3336 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3337 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3339 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3340 * doing the color fixup in shaders.
3341 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3342 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3344 int vs_selected_mode;
3345 int ps_selected_mode;
3346 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3348 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3349 TRACE_(d3d_caps)("[OK]\n");
3354 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3358 /* Check if a format support blending in combination with pixel shaders */
3359 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3360 const struct wined3d_format_desc *format_desc)
3362 /* The flags entry of a format contains the post pixel shader blending capability */
3363 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3368 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3370 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3371 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3372 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3373 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3374 * capability anyway.
3376 * For now lets report this on all formats, but in the future we may want to
3377 * restrict it to some should games need that
3382 /* Check if a texture format is supported on the given adapter */
3383 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3384 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3386 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3388 switch (format_desc->format)
3391 * supported: RGB(A) formats
3393 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3394 case WINED3DFMT_B8G8R8A8_UNORM:
3395 case WINED3DFMT_B8G8R8X8_UNORM:
3396 case WINED3DFMT_B5G6R5_UNORM:
3397 case WINED3DFMT_B5G5R5X1_UNORM:
3398 case WINED3DFMT_B5G5R5A1_UNORM:
3399 case WINED3DFMT_B4G4R4A4_UNORM:
3400 case WINED3DFMT_A8_UNORM:
3401 case WINED3DFMT_B4G4R4X4_UNORM:
3402 case WINED3DFMT_R8G8B8A8_UNORM:
3403 case WINED3DFMT_R8G8B8X8_UNORM:
3404 case WINED3DFMT_B10G10R10A2_UNORM:
3405 case WINED3DFMT_R10G10B10A2_UNORM:
3406 case WINED3DFMT_R16G16_UNORM:
3407 TRACE_(d3d_caps)("[OK]\n");
3410 case WINED3DFMT_B2G3R3_UNORM:
3411 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3415 * Not supported: Palettized
3416 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3417 * Since it is not widely available, don't offer it. Further no Windows driver offers
3418 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3420 case WINED3DFMT_P8_UINT:
3421 case WINED3DFMT_P8_UINT_A8_UNORM:
3425 * Supported: (Alpha)-Luminance
3427 case WINED3DFMT_L8_UNORM:
3428 case WINED3DFMT_L8A8_UNORM:
3429 case WINED3DFMT_L16_UNORM:
3430 TRACE_(d3d_caps)("[OK]\n");
3433 /* Not supported on Windows, thus disabled */
3434 case WINED3DFMT_L4A4_UNORM:
3435 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3439 * Supported: Depth/Stencil formats
3441 case WINED3DFMT_D16_LOCKABLE:
3442 case WINED3DFMT_D16_UNORM:
3443 case WINED3DFMT_S1_UINT_D15_UNORM:
3444 case WINED3DFMT_X8D24_UNORM:
3445 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3446 case WINED3DFMT_D24_UNORM_S8_UINT:
3447 case WINED3DFMT_S8_UINT_D24_FLOAT:
3448 case WINED3DFMT_D32_UNORM:
3449 case WINED3DFMT_D32_FLOAT:
3453 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3454 * GL_NV_texture_shader). Emulated by shaders
3456 case WINED3DFMT_R8G8_SNORM:
3457 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3458 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3459 case WINED3DFMT_R8G8B8A8_SNORM:
3460 case WINED3DFMT_R16G16_SNORM:
3461 /* Ask the shader backend if it can deal with the conversion. If
3462 * we've got a GL extension giving native support this will be an
3463 * identity conversion. */
3464 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3466 TRACE_(d3d_caps)("[OK]\n");
3469 TRACE_(d3d_caps)("[FAILED]\n");
3472 case WINED3DFMT_DXT1:
3473 case WINED3DFMT_DXT2:
3474 case WINED3DFMT_DXT3:
3475 case WINED3DFMT_DXT4:
3476 case WINED3DFMT_DXT5:
3477 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3479 TRACE_(d3d_caps)("[OK]\n");
3482 TRACE_(d3d_caps)("[FAILED]\n");
3487 * Odd formats - not supported
3489 case WINED3DFMT_VERTEXDATA:
3490 case WINED3DFMT_R16_UINT:
3491 case WINED3DFMT_R32_UINT:
3492 case WINED3DFMT_R16G16B16A16_SNORM:
3493 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3494 case WINED3DFMT_R10G11B11_SNORM:
3495 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3499 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3501 case WINED3DFMT_R8G8_SNORM_Cx:
3502 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3506 case WINED3DFMT_UYVY:
3507 case WINED3DFMT_YUY2:
3508 if (gl_info->supported[APPLE_YCBCR_422])
3510 TRACE_(d3d_caps)("[OK]\n");
3513 TRACE_(d3d_caps)("[FAILED]\n");
3515 case WINED3DFMT_YV12:
3516 TRACE_(d3d_caps)("[FAILED]\n");
3520 case WINED3DFMT_R16G16B16A16_UNORM:
3521 case WINED3DFMT_B2G3R3A8_UNORM:
3522 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3525 /* Floating point formats */
3526 case WINED3DFMT_R16_FLOAT:
3527 case WINED3DFMT_R16G16_FLOAT:
3528 case WINED3DFMT_R16G16B16A16_FLOAT:
3529 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3531 TRACE_(d3d_caps)("[OK]\n");
3534 TRACE_(d3d_caps)("[FAILED]\n");
3537 case WINED3DFMT_R32_FLOAT:
3538 case WINED3DFMT_R32G32_FLOAT:
3539 case WINED3DFMT_R32G32B32A32_FLOAT:
3540 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3542 TRACE_(d3d_caps)("[OK]\n");
3545 TRACE_(d3d_caps)("[FAILED]\n");
3548 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3549 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3550 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3551 * We can do instancing with all shader versions, but we need vertex shaders.
3553 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3554 * to enable instancing. WineD3D doesn't need that and just ignores it.
3556 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3558 case WINED3DFMT_INST:
3559 TRACE("ATI Instancing check hack\n");
3560 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3562 TRACE_(d3d_caps)("[OK]\n");
3565 TRACE_(d3d_caps)("[FAILED]\n");
3568 /* Some weird FOURCC formats */
3569 case WINED3DFMT_R8G8_B8G8:
3570 case WINED3DFMT_G8R8_G8B8:
3571 case WINED3DFMT_MULTI2_ARGB8:
3572 TRACE_(d3d_caps)("[FAILED]\n");
3575 /* Vendor specific formats */
3576 case WINED3DFMT_ATI2N:
3577 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3578 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3580 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3581 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3583 TRACE_(d3d_caps)("[OK]\n");
3587 TRACE_(d3d_caps)("[OK]\n");
3590 TRACE_(d3d_caps)("[FAILED]\n");
3593 case WINED3DFMT_NVHU:
3594 case WINED3DFMT_NVHS:
3595 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3596 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3597 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3598 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3599 * Applications have to deal with not having NVHS and NVHU.
3601 TRACE_(d3d_caps)("[FAILED]\n");
3604 case WINED3DFMT_UNKNOWN:
3608 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3614 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3615 const struct wined3d_format_desc *adapter_format_desc,
3616 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3617 WINED3DSURFTYPE SurfaceType)
3619 if(SurfaceType == SURFACE_GDI) {
3620 switch(check_format_desc->format)
3622 case WINED3DFMT_B8G8R8_UNORM:
3623 case WINED3DFMT_B8G8R8A8_UNORM:
3624 case WINED3DFMT_B8G8R8X8_UNORM:
3625 case WINED3DFMT_B5G6R5_UNORM:
3626 case WINED3DFMT_B5G5R5X1_UNORM:
3627 case WINED3DFMT_B5G5R5A1_UNORM:
3628 case WINED3DFMT_B4G4R4A4_UNORM:
3629 case WINED3DFMT_B2G3R3_UNORM:
3630 case WINED3DFMT_A8_UNORM:
3631 case WINED3DFMT_B2G3R3A8_UNORM:
3632 case WINED3DFMT_B4G4R4X4_UNORM:
3633 case WINED3DFMT_R10G10B10A2_UNORM:
3634 case WINED3DFMT_R8G8B8A8_UNORM:
3635 case WINED3DFMT_R8G8B8X8_UNORM:
3636 case WINED3DFMT_R16G16_UNORM:
3637 case WINED3DFMT_B10G10R10A2_UNORM:
3638 case WINED3DFMT_R16G16B16A16_UNORM:
3639 case WINED3DFMT_P8_UINT:
3640 TRACE_(d3d_caps)("[OK]\n");
3643 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3648 /* All format that are supported for textures are supported for surfaces as well */
3649 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3650 /* All depth stencil formats are supported on surfaces */
3651 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3653 /* If opengl can't process the format natively, the blitter may be able to convert it */
3654 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3655 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3656 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3658 TRACE_(d3d_caps)("[OK]\n");
3662 /* Reject other formats */
3663 TRACE_(d3d_caps)("[FAILED]\n");
3667 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3668 const struct wined3d_format_desc *format_desc)
3670 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3672 if (!gl_info->limits.vertex_samplers)
3674 TRACE_(d3d_caps)("[FAILED]\n");
3678 switch (format_desc->format)
3680 case WINED3DFMT_R32G32B32A32_FLOAT:
3681 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3683 TRACE_(d3d_caps)("[FAILED]\n");
3686 TRACE_(d3d_caps)("[OK]\n");
3690 TRACE_(d3d_caps)("[FAILED]\n");
3696 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3697 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3698 WINED3DSURFTYPE SurfaceType)
3700 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3701 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3702 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3703 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3704 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3705 DWORD UsageCaps = 0;
3707 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3710 DeviceType, debug_d3ddevicetype(DeviceType),
3711 AdapterFormat, debug_d3dformat(AdapterFormat),
3712 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3713 RType, debug_d3dresourcetype(RType),
3714 CheckFormat, debug_d3dformat(CheckFormat));
3716 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3717 return WINED3DERR_INVALIDCALL;
3720 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3722 if(SurfaceType != SURFACE_OPENGL) {
3723 TRACE("[FAILED]\n");
3724 return WINED3DERR_NOTAVAILABLE;
3727 /* Cubetexture allows:
3728 * - D3DUSAGE_AUTOGENMIPMAP
3729 * - D3DUSAGE_DEPTHSTENCIL
3730 * - D3DUSAGE_DYNAMIC
3731 * - D3DUSAGE_NONSECURE (d3d9ex)
3732 * - D3DUSAGE_RENDERTARGET
3733 * - D3DUSAGE_SOFTWAREPROCESSING
3734 * - D3DUSAGE_QUERY_WRAPANDMIP
3736 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3738 /* Check if the texture format is around */
3739 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3741 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3742 /* Check for automatic mipmap generation support */
3743 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3745 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3747 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3748 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3752 /* Always report dynamic locking */
3753 if(Usage & WINED3DUSAGE_DYNAMIC)
3754 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3756 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3757 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3759 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3761 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3762 return WINED3DERR_NOTAVAILABLE;
3766 /* Always report software processing */
3767 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3768 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3770 /* Check QUERY_FILTER support */
3771 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3772 if (CheckFilterCapability(adapter, format_desc))
3774 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3776 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3777 return WINED3DERR_NOTAVAILABLE;
3781 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3782 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3783 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3785 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3787 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3788 return WINED3DERR_NOTAVAILABLE;
3792 /* Check QUERY_SRGBREAD support */
3793 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3794 if (CheckSrgbReadCapability(adapter, format_desc))
3796 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3798 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3799 return WINED3DERR_NOTAVAILABLE;
3803 /* Check QUERY_SRGBWRITE support */
3804 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3805 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3807 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3809 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3810 return WINED3DERR_NOTAVAILABLE;
3814 /* Check QUERY_VERTEXTEXTURE support */
3815 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3816 if (CheckVertexTextureCapability(adapter, format_desc))
3818 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3820 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3821 return WINED3DERR_NOTAVAILABLE;
3825 /* Check QUERY_WRAPANDMIP support */
3826 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3827 if (CheckWrapAndMipCapability(adapter, format_desc))
3829 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3831 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3832 return WINED3DERR_NOTAVAILABLE;
3836 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3837 return WINED3DERR_NOTAVAILABLE;
3840 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3841 return WINED3DERR_NOTAVAILABLE;
3843 } else if(RType == WINED3DRTYPE_SURFACE) {
3845 * - D3DUSAGE_DEPTHSTENCIL
3846 * - D3DUSAGE_NONSECURE (d3d9ex)
3847 * - D3DUSAGE_RENDERTARGET
3850 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3852 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3853 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3855 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3857 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3858 return WINED3DERR_NOTAVAILABLE;
3862 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3863 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3865 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3867 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3868 return WINED3DERR_NOTAVAILABLE;
3872 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3873 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3874 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3876 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3878 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3879 return WINED3DERR_NOTAVAILABLE;
3883 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3884 return WINED3DERR_NOTAVAILABLE;
3887 } else if(RType == WINED3DRTYPE_TEXTURE) {
3889 * - D3DUSAGE_AUTOGENMIPMAP
3890 * - D3DUSAGE_DEPTHSTENCIL
3892 * - D3DUSAGE_DYNAMIC
3893 * - D3DUSAGE_NONSECURE (d3d9ex)
3894 * - D3DUSAGE_RENDERTARGET
3895 * - D3DUSAGE_SOFTWAREPROCESSING
3896 * - D3DUSAGE_TEXTAPI (d3d9ex)
3897 * - D3DUSAGE_QUERY_WRAPANDMIP
3900 if(SurfaceType != SURFACE_OPENGL) {
3901 TRACE("[FAILED]\n");
3902 return WINED3DERR_NOTAVAILABLE;
3905 /* Check if the texture format is around */
3906 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3908 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3909 /* Check for automatic mipmap generation support */
3910 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3912 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3914 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3915 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3919 /* Always report dynamic locking */
3920 if(Usage & WINED3DUSAGE_DYNAMIC)
3921 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3923 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3924 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3926 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3928 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3929 return WINED3DERR_NOTAVAILABLE;
3933 /* Always report software processing */
3934 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3935 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3937 /* Check QUERY_FILTER support */
3938 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3939 if (CheckFilterCapability(adapter, format_desc))
3941 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3943 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3944 return WINED3DERR_NOTAVAILABLE;
3948 /* Check QUERY_LEGACYBUMPMAP support */
3949 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3950 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3952 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3954 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3955 return WINED3DERR_NOTAVAILABLE;
3959 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3960 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3961 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3963 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3965 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3966 return WINED3DERR_NOTAVAILABLE;
3970 /* Check QUERY_SRGBREAD support */
3971 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3972 if (CheckSrgbReadCapability(adapter, format_desc))
3974 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3976 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3977 return WINED3DERR_NOTAVAILABLE;
3981 /* Check QUERY_SRGBWRITE support */
3982 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3983 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3985 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3987 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3988 return WINED3DERR_NOTAVAILABLE;
3992 /* Check QUERY_VERTEXTEXTURE support */
3993 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3994 if (CheckVertexTextureCapability(adapter, format_desc))
3996 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3998 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3999 return WINED3DERR_NOTAVAILABLE;
4003 /* Check QUERY_WRAPANDMIP support */
4004 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4005 if (CheckWrapAndMipCapability(adapter, format_desc))
4007 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4009 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4010 return WINED3DERR_NOTAVAILABLE;
4014 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4015 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4017 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4019 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4020 return WINED3DERR_NOTAVAILABLE;
4024 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4025 return WINED3DERR_NOTAVAILABLE;
4027 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4028 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4029 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4031 * Volumetexture allows:
4032 * - D3DUSAGE_DYNAMIC
4033 * - D3DUSAGE_NONSECURE (d3d9ex)
4034 * - D3DUSAGE_SOFTWAREPROCESSING
4035 * - D3DUSAGE_QUERY_WRAPANDMIP
4038 if(SurfaceType != SURFACE_OPENGL) {
4039 TRACE("[FAILED]\n");
4040 return WINED3DERR_NOTAVAILABLE;
4043 /* Check volume texture and volume usage caps */
4044 if (gl_info->supported[EXT_TEXTURE3D])
4046 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4048 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4049 return WINED3DERR_NOTAVAILABLE;
4052 /* Always report dynamic locking */
4053 if(Usage & WINED3DUSAGE_DYNAMIC)
4054 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4056 /* Always report software processing */
4057 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4058 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4060 /* Check QUERY_FILTER support */
4061 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4062 if (CheckFilterCapability(adapter, format_desc))
4064 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4066 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4067 return WINED3DERR_NOTAVAILABLE;
4071 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4072 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4073 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4075 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4077 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4078 return WINED3DERR_NOTAVAILABLE;
4082 /* Check QUERY_SRGBREAD support */
4083 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4084 if (CheckSrgbReadCapability(adapter, format_desc))
4086 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4088 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4089 return WINED3DERR_NOTAVAILABLE;
4093 /* Check QUERY_SRGBWRITE support */
4094 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4095 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4097 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4099 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4100 return WINED3DERR_NOTAVAILABLE;
4104 /* Check QUERY_VERTEXTEXTURE support */
4105 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4106 if (CheckVertexTextureCapability(adapter, format_desc))
4108 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4110 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4111 return WINED3DERR_NOTAVAILABLE;
4115 /* Check QUERY_WRAPANDMIP support */
4116 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4117 if (CheckWrapAndMipCapability(adapter, format_desc))
4119 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4121 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4122 return WINED3DERR_NOTAVAILABLE;
4126 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4127 return WINED3DERR_NOTAVAILABLE;
4130 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4131 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4132 * app needing one of those formats, don't advertize them to avoid leading apps into
4133 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4136 switch(CheckFormat) {
4137 case WINED3DFMT_P8_UINT:
4138 case WINED3DFMT_L4A4_UNORM:
4139 case WINED3DFMT_R32_FLOAT:
4140 case WINED3DFMT_R16_FLOAT:
4141 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4142 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4143 case WINED3DFMT_R16G16_UNORM:
4144 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4145 return WINED3DERR_NOTAVAILABLE;
4147 case WINED3DFMT_R8G8B8A8_SNORM:
4148 case WINED3DFMT_R16G16_SNORM:
4149 if (!gl_info->supported[NV_TEXTURE_SHADER])
4151 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4152 return WINED3DERR_NOTAVAILABLE;
4156 case WINED3DFMT_R8G8_SNORM:
4157 if (!gl_info->supported[NV_TEXTURE_SHADER])
4159 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4160 return WINED3DERR_NOTAVAILABLE;
4164 case WINED3DFMT_DXT1:
4165 case WINED3DFMT_DXT2:
4166 case WINED3DFMT_DXT3:
4167 case WINED3DFMT_DXT4:
4168 case WINED3DFMT_DXT5:
4169 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4170 * compressed texture results in an error. While the D3D refrast does
4171 * support s3tc volumes, at least the nvidia windows driver does not, so
4172 * we're free not to support this format.
4174 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4175 return WINED3DERR_NOTAVAILABLE;
4178 /* Do nothing, continue with checking the format below */
4181 } else if(RType == WINED3DRTYPE_BUFFER){
4182 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4183 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4184 return WINED3DERR_NOTAVAILABLE;
4187 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4188 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4189 * usage flags match. */
4190 if(UsageCaps == Usage) {
4192 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4193 return WINED3DOK_NOAUTOGEN;
4195 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4196 return WINED3DERR_NOTAVAILABLE;
4200 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4201 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4203 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4204 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4205 debug_d3dformat(dst_format));
4210 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4211 subset of a D3DCAPS9 structure. However, it has to come via a void *
4212 as the d3d8 interface cannot import the d3d9 header */
4213 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4215 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4216 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4217 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4218 int vs_selected_mode;
4219 int ps_selected_mode;
4220 struct shader_caps shader_caps;
4221 struct fragment_caps fragment_caps;
4222 DWORD ckey_caps, blit_caps, fx_caps;
4224 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4226 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4227 return WINED3DERR_INVALIDCALL;
4230 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4232 /* ------------------------------------------------
4233 The following fields apply to both d3d8 and d3d9
4234 ------------------------------------------------ */
4235 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4236 pCaps->AdapterOrdinal = Adapter;
4239 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4240 WINED3DCAPS2_FULLSCREENGAMMA |
4241 WINED3DCAPS2_DYNAMICTEXTURES;
4242 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4244 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4247 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4248 WINED3DCAPS3_COPY_TO_VIDMEM |
4249 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4251 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4252 WINED3DPRESENT_INTERVAL_ONE;
4254 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4255 WINED3DCURSORCAPS_LOWRES;
4257 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4258 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4259 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4260 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4261 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4262 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4263 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4264 WINED3DDEVCAPS_PUREDEVICE |
4265 WINED3DDEVCAPS_HWRASTERIZATION |
4266 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4267 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4268 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4269 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4270 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4271 WINED3DDEVCAPS_RTPATCHES;
4273 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4274 WINED3DPMISCCAPS_CULLCCW |
4275 WINED3DPMISCCAPS_CULLCW |
4276 WINED3DPMISCCAPS_COLORWRITEENABLE |
4277 WINED3DPMISCCAPS_CLIPTLVERTS |
4278 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4279 WINED3DPMISCCAPS_MASKZ |
4280 WINED3DPMISCCAPS_BLENDOP |
4281 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4283 WINED3DPMISCCAPS_NULLREFERENCE
4284 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4285 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4286 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4288 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4289 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4290 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4291 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4293 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4294 WINED3DPRASTERCAPS_PAT |
4295 WINED3DPRASTERCAPS_WFOG |
4296 WINED3DPRASTERCAPS_ZFOG |
4297 WINED3DPRASTERCAPS_FOGVERTEX |
4298 WINED3DPRASTERCAPS_FOGTABLE |
4299 WINED3DPRASTERCAPS_STIPPLE |
4300 WINED3DPRASTERCAPS_SUBPIXEL |
4301 WINED3DPRASTERCAPS_ZTEST |
4302 WINED3DPRASTERCAPS_SCISSORTEST |
4303 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4304 WINED3DPRASTERCAPS_DEPTHBIAS;
4306 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4308 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4309 WINED3DPRASTERCAPS_ZBIAS |
4310 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4312 if (gl_info->supported[NV_FOG_DISTANCE])
4314 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4317 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4318 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4319 WINED3DPRASTERCAPS_ANTIALIASEDGES
4320 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4321 WINED3DPRASTERCAPS_WBUFFER */
4323 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4324 WINED3DPCMPCAPS_EQUAL |
4325 WINED3DPCMPCAPS_GREATER |
4326 WINED3DPCMPCAPS_GREATEREQUAL |
4327 WINED3DPCMPCAPS_LESS |
4328 WINED3DPCMPCAPS_LESSEQUAL |
4329 WINED3DPCMPCAPS_NEVER |
4330 WINED3DPCMPCAPS_NOTEQUAL;
4332 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4333 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4334 WINED3DPBLENDCAPS_DESTALPHA |
4335 WINED3DPBLENDCAPS_DESTCOLOR |
4336 WINED3DPBLENDCAPS_INVDESTALPHA |
4337 WINED3DPBLENDCAPS_INVDESTCOLOR |
4338 WINED3DPBLENDCAPS_INVSRCALPHA |
4339 WINED3DPBLENDCAPS_INVSRCCOLOR |
4340 WINED3DPBLENDCAPS_ONE |
4341 WINED3DPBLENDCAPS_SRCALPHA |
4342 WINED3DPBLENDCAPS_SRCALPHASAT |
4343 WINED3DPBLENDCAPS_SRCCOLOR |
4344 WINED3DPBLENDCAPS_ZERO;
4346 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4347 WINED3DPBLENDCAPS_DESTCOLOR |
4348 WINED3DPBLENDCAPS_INVDESTALPHA |
4349 WINED3DPBLENDCAPS_INVDESTCOLOR |
4350 WINED3DPBLENDCAPS_INVSRCALPHA |
4351 WINED3DPBLENDCAPS_INVSRCCOLOR |
4352 WINED3DPBLENDCAPS_ONE |
4353 WINED3DPBLENDCAPS_SRCALPHA |
4354 WINED3DPBLENDCAPS_SRCCOLOR |
4355 WINED3DPBLENDCAPS_ZERO;
4356 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4357 * according to the glBlendFunc manpage
4359 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4360 * legacy settings for srcblend only
4363 if (gl_info->supported[EXT_BLEND_COLOR])
4365 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4366 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4370 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4371 WINED3DPCMPCAPS_EQUAL |
4372 WINED3DPCMPCAPS_GREATER |
4373 WINED3DPCMPCAPS_GREATEREQUAL |
4374 WINED3DPCMPCAPS_LESS |
4375 WINED3DPCMPCAPS_LESSEQUAL |
4376 WINED3DPCMPCAPS_NEVER |
4377 WINED3DPCMPCAPS_NOTEQUAL;
4379 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4380 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4381 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4382 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4383 WINED3DPSHADECAPS_COLORFLATRGB |
4384 WINED3DPSHADECAPS_FOGFLAT |
4385 WINED3DPSHADECAPS_FOGGOURAUD |
4386 WINED3DPSHADECAPS_SPECULARFLATRGB;
4388 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4389 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4390 WINED3DPTEXTURECAPS_TRANSPARENCY |
4391 WINED3DPTEXTURECAPS_BORDER |
4392 WINED3DPTEXTURECAPS_MIPMAP |
4393 WINED3DPTEXTURECAPS_PROJECTED |
4394 WINED3DPTEXTURECAPS_PERSPECTIVE;
4396 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4398 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4399 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4402 if (gl_info->supported[EXT_TEXTURE3D])
4404 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4405 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4406 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4409 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4411 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4412 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4413 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4417 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4418 WINED3DPTFILTERCAPS_MAGFPOINT |
4419 WINED3DPTFILTERCAPS_MINFLINEAR |
4420 WINED3DPTFILTERCAPS_MINFPOINT |
4421 WINED3DPTFILTERCAPS_MIPFLINEAR |
4422 WINED3DPTFILTERCAPS_MIPFPOINT |
4423 WINED3DPTFILTERCAPS_LINEAR |
4424 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4425 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4426 WINED3DPTFILTERCAPS_MIPLINEAR |
4427 WINED3DPTFILTERCAPS_MIPNEAREST |
4428 WINED3DPTFILTERCAPS_NEAREST;
4430 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4432 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4433 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4436 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4438 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4439 WINED3DPTFILTERCAPS_MAGFPOINT |
4440 WINED3DPTFILTERCAPS_MINFLINEAR |
4441 WINED3DPTFILTERCAPS_MINFPOINT |
4442 WINED3DPTFILTERCAPS_MIPFLINEAR |
4443 WINED3DPTFILTERCAPS_MIPFPOINT |
4444 WINED3DPTFILTERCAPS_LINEAR |
4445 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4446 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4447 WINED3DPTFILTERCAPS_MIPLINEAR |
4448 WINED3DPTFILTERCAPS_MIPNEAREST |
4449 WINED3DPTFILTERCAPS_NEAREST;
4451 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4453 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4454 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4457 pCaps->CubeTextureFilterCaps = 0;
4459 if (gl_info->supported[EXT_TEXTURE3D])
4461 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4462 WINED3DPTFILTERCAPS_MAGFPOINT |
4463 WINED3DPTFILTERCAPS_MINFLINEAR |
4464 WINED3DPTFILTERCAPS_MINFPOINT |
4465 WINED3DPTFILTERCAPS_MIPFLINEAR |
4466 WINED3DPTFILTERCAPS_MIPFPOINT |
4467 WINED3DPTFILTERCAPS_LINEAR |
4468 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4469 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4470 WINED3DPTFILTERCAPS_MIPLINEAR |
4471 WINED3DPTFILTERCAPS_MIPNEAREST |
4472 WINED3DPTFILTERCAPS_NEAREST;
4474 pCaps->VolumeTextureFilterCaps = 0;
4476 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4477 WINED3DPTADDRESSCAPS_CLAMP |
4478 WINED3DPTADDRESSCAPS_WRAP;
4480 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4482 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4484 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4486 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4488 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4490 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4493 if (gl_info->supported[EXT_TEXTURE3D])
4495 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4496 WINED3DPTADDRESSCAPS_CLAMP |
4497 WINED3DPTADDRESSCAPS_WRAP;
4498 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4500 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4502 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4504 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4506 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4508 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4511 pCaps->VolumeTextureAddressCaps = 0;
4513 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4514 WINED3DLINECAPS_ZTEST |
4515 WINED3DLINECAPS_BLEND |
4516 WINED3DLINECAPS_ALPHACMP |
4517 WINED3DLINECAPS_FOG;
4518 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4519 * idea how generating the smoothing alpha values works; the result is different
4522 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4523 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4525 if (gl_info->supported[EXT_TEXTURE3D])
4526 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4528 pCaps->MaxVolumeExtent = 0;
4530 pCaps->MaxTextureRepeat = 32768;
4531 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4532 pCaps->MaxVertexW = 1.0f;
4534 pCaps->GuardBandLeft = 0.0f;
4535 pCaps->GuardBandTop = 0.0f;
4536 pCaps->GuardBandRight = 0.0f;
4537 pCaps->GuardBandBottom = 0.0f;
4539 pCaps->ExtentsAdjust = 0.0f;
4541 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4542 WINED3DSTENCILCAPS_INCRSAT |
4543 WINED3DSTENCILCAPS_INVERT |
4544 WINED3DSTENCILCAPS_KEEP |
4545 WINED3DSTENCILCAPS_REPLACE |
4546 WINED3DSTENCILCAPS_ZERO;
4547 if (gl_info->supported[EXT_STENCIL_WRAP])
4549 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4550 WINED3DSTENCILCAPS_INCR;
4552 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4554 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4557 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4559 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4560 pCaps->MaxActiveLights = gl_info->limits.lights;
4562 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4563 pCaps->MaxVertexBlendMatrixIndex = 0;
4565 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4566 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4569 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4570 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4571 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4572 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4573 WINED3DVTXPCAPS_LOCALVIEWER |
4574 WINED3DVTXPCAPS_VERTEXFOG |
4575 WINED3DVTXPCAPS_TEXGEN;
4577 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4578 pCaps->MaxVertexIndex = 0xFFFFF;
4579 pCaps->MaxStreams = MAX_STREAMS;
4580 pCaps->MaxStreamStride = 1024;
4582 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4583 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4584 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4585 pCaps->MaxNpatchTessellationLevel = 0;
4586 pCaps->MasterAdapterOrdinal = 0;
4587 pCaps->AdapterOrdinalInGroup = 0;
4588 pCaps->NumberOfAdaptersInGroup = 1;
4590 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4592 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4593 WINED3DPTFILTERCAPS_MAGFPOINT |
4594 WINED3DPTFILTERCAPS_MINFLINEAR |
4595 WINED3DPTFILTERCAPS_MAGFLINEAR;
4596 pCaps->VertexTextureFilterCaps = 0;
4598 memset(&shader_caps, 0, sizeof(shader_caps));
4599 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4601 memset(&fragment_caps, 0, sizeof(fragment_caps));
4602 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4604 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4605 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4607 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4608 * Ignore shader model capabilities if disabled in config
4610 if(vs_selected_mode == SHADER_NONE) {
4611 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4612 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4613 pCaps->MaxVertexShaderConst = 0;
4615 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4616 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4619 if(ps_selected_mode == SHADER_NONE) {
4620 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4621 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4622 pCaps->PixelShader1xMaxValue = 0.0f;
4624 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4625 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4628 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4629 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4630 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4632 pCaps->VS20Caps = shader_caps.VS20Caps;
4633 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4634 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4635 pCaps->PS20Caps = shader_caps.PS20Caps;
4636 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4637 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4639 /* The following caps are shader specific, but they are things we cannot detect, or which
4640 * are the same among all shader models. So to avoid code duplication set the shader version
4641 * specific, but otherwise constant caps here
4643 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4644 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4645 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4646 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4647 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4648 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4649 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4651 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4652 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4654 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4656 pCaps->VS20Caps.Caps = 0;
4657 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4658 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4659 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4661 pCaps->MaxVShaderInstructionsExecuted = 65535;
4662 pCaps->MaxVertexShader30InstructionSlots = 0;
4663 } else { /* VS 1.x */
4664 pCaps->VS20Caps.Caps = 0;
4665 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4666 pCaps->VS20Caps.NumTemps = 0;
4667 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4669 pCaps->MaxVShaderInstructionsExecuted = 0;
4670 pCaps->MaxVertexShader30InstructionSlots = 0;
4673 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4674 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4675 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4677 /* 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 */
4678 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4679 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4680 WINED3DPS20CAPS_PREDICATION |
4681 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4682 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4683 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4684 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4685 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4686 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4688 pCaps->MaxPShaderInstructionsExecuted = 65535;
4689 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4690 adapter->gl_info.limits.arb_ps_instructions);
4692 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4694 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4695 pCaps->PS20Caps.Caps = 0;
4696 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4697 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4698 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4699 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4701 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4702 pCaps->MaxPixelShader30InstructionSlots = 0;
4703 } else { /* PS 1.x */
4704 pCaps->PS20Caps.Caps = 0;
4705 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4706 pCaps->PS20Caps.NumTemps = 0;
4707 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4708 pCaps->PS20Caps.NumInstructionSlots = 0;
4710 pCaps->MaxPShaderInstructionsExecuted = 0;
4711 pCaps->MaxPixelShader30InstructionSlots = 0;
4714 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4715 /* OpenGL supports all the formats below, perhaps not always
4716 * without conversion, but it supports them.
4717 * Further GLSL doesn't seem to have an official unsigned type so
4718 * don't advertise it yet as I'm not sure how we handle it.
4719 * We might need to add some clamping in the shader engine to
4721 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4722 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4723 WINED3DDTCAPS_UBYTE4N |
4724 WINED3DDTCAPS_SHORT2N |
4725 WINED3DDTCAPS_SHORT4N;
4726 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4728 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4729 WINED3DDTCAPS_FLOAT16_4;
4732 pCaps->DeclTypes = 0;
4734 /* Set DirectDraw helper Caps */
4735 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4736 WINEDDCKEYCAPS_SRCBLT;
4737 fx_caps = WINEDDFXCAPS_BLTALPHA |
4738 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4739 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4740 WINEDDFXCAPS_BLTROTATION90 |
4741 WINEDDFXCAPS_BLTSHRINKX |
4742 WINEDDFXCAPS_BLTSHRINKXN |
4743 WINEDDFXCAPS_BLTSHRINKY |
4744 WINEDDFXCAPS_BLTSHRINKXN |
4745 WINEDDFXCAPS_BLTSTRETCHX |
4746 WINEDDFXCAPS_BLTSTRETCHXN |
4747 WINEDDFXCAPS_BLTSTRETCHY |
4748 WINEDDFXCAPS_BLTSTRETCHYN;
4749 blit_caps = WINEDDCAPS_BLT |
4750 WINEDDCAPS_BLTCOLORFILL |
4751 WINEDDCAPS_BLTDEPTHFILL |
4752 WINEDDCAPS_BLTSTRETCH |
4753 WINEDDCAPS_CANBLTSYSMEM |
4754 WINEDDCAPS_CANCLIP |
4755 WINEDDCAPS_CANCLIPSTRETCHED |
4756 WINEDDCAPS_COLORKEY |
4757 WINEDDCAPS_COLORKEYHWASSIST |
4758 WINEDDCAPS_ALIGNBOUNDARYSRC;
4760 /* Fill the ddraw caps structure */
4761 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4762 WINEDDCAPS_PALETTE |
4764 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4765 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4766 WINEDDCAPS2_PRIMARYGAMMA |
4767 WINEDDCAPS2_WIDESURFACES |
4768 WINEDDCAPS2_CANRENDERWINDOWED;
4769 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4770 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4771 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4772 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4773 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4774 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4775 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4776 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4777 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4779 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4780 WINEDDSCAPS_BACKBUFFER |
4782 WINEDDSCAPS_FRONTBUFFER |
4783 WINEDDSCAPS_OFFSCREENPLAIN |
4784 WINEDDSCAPS_PALETTE |
4785 WINEDDSCAPS_PRIMARYSURFACE |
4786 WINEDDSCAPS_SYSTEMMEMORY |
4787 WINEDDSCAPS_VIDEOMEMORY |
4788 WINEDDSCAPS_VISIBLE;
4789 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4791 /* Set D3D caps if OpenGL is available. */
4792 if (adapter->opengl)
4794 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4795 WINEDDSCAPS_MIPMAP |
4796 WINEDDSCAPS_TEXTURE |
4797 WINEDDSCAPS_ZBUFFER;
4798 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4804 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4805 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4806 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4808 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4809 IWineD3DDeviceImpl *object;
4812 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4813 "parent %p, device_parent %p, device %p.\n",
4814 iface, adapter_idx, device_type, focus_window, flags,
4815 parent, device_parent, device);
4817 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4818 * number and create a device without a 3D adapter for 2D only operation. */
4819 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4821 return WINED3DERR_INVALIDCALL;
4824 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4827 ERR("Failed to allocate device memory.\n");
4828 return E_OUTOFMEMORY;
4831 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4834 WARN("Failed to initialize device, hr %#x.\n", hr);
4835 HeapFree(GetProcessHeap(), 0, object);
4839 TRACE("Created device %p.\n", object);
4840 *device = (IWineD3DDevice *)object;
4842 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4847 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4848 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4849 IUnknown_AddRef(This->parent);
4850 *pParent = This->parent;
4854 static void WINE_GLAPI invalid_func(const void *data)
4856 ERR("Invalid vertex attribute function called\n");
4860 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4862 ERR("Invalid texcoord function called\n");
4866 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4867 * the extension detection and are used in drawStridedSlow
4869 static void WINE_GLAPI position_d3dcolor(const void *data)
4871 DWORD pos = *((const DWORD *)data);
4873 FIXME("Add a test for fixed function position from d3dcolor type\n");
4874 glVertex4s(D3DCOLOR_B_R(pos),
4880 static void WINE_GLAPI position_float4(const void *data)
4882 const GLfloat *pos = data;
4884 if (pos[3] != 0.0f && pos[3] != 1.0f)
4886 float w = 1.0f / pos[3];
4888 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4896 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4898 DWORD diffuseColor = *((const DWORD *)data);
4900 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4901 D3DCOLOR_B_G(diffuseColor),
4902 D3DCOLOR_B_B(diffuseColor),
4903 D3DCOLOR_B_A(diffuseColor));
4906 static void WINE_GLAPI specular_d3dcolor(const void *data)
4908 DWORD specularColor = *((const DWORD *)data);
4909 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4910 D3DCOLOR_B_G(specularColor),
4911 D3DCOLOR_B_B(specularColor)};
4913 specular_func_3ubv(d);
4916 static void WINE_GLAPI warn_no_specular_func(const void *data)
4918 WARN("GL_EXT_secondary_color not supported\n");
4921 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4923 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4924 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4925 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4926 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4927 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4928 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4929 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4930 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4931 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4932 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4933 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4934 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4935 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4936 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4937 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4938 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4939 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4941 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4942 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4943 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4944 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4945 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4946 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4947 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4948 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4949 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4950 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4951 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4952 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4953 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4954 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4955 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4956 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4957 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4959 /* No 4 component entry points here */
4960 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4961 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4962 if (gl_info->supported[EXT_SECONDARY_COLOR])
4964 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4968 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4970 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4971 if (gl_info->supported[EXT_SECONDARY_COLOR])
4973 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4974 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4978 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4980 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4981 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4982 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4983 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4984 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4985 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4986 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4987 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4988 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4989 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4990 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4991 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4993 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4994 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4996 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4997 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4998 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4999 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5000 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5001 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5002 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5003 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5004 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5005 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5006 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5007 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5008 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5009 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5010 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5011 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5012 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5014 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5015 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5016 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5017 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5018 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5019 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5020 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5021 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5022 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5023 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5024 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5025 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5026 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5027 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5028 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5029 if (gl_info->supported[NV_HALF_FLOAT])
5031 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5032 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5033 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5035 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5036 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5040 static BOOL InitAdapters(IWineD3DImpl *This)
5042 static HMODULE mod_gl;
5044 int ps_selected_mode, vs_selected_mode;
5046 /* No need to hold any lock. The calling library makes sure only one thread calls
5047 * wined3d simultaneously
5050 TRACE("Initializing adapters\n");
5053 #ifdef USE_WIN32_OPENGL
5054 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5055 mod_gl = LoadLibraryA("opengl32.dll");
5057 ERR("Can't load opengl32.dll!\n");
5061 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5062 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5063 mod_gl = GetModuleHandleA("gdi32.dll");
5067 /* Load WGL core functions from opengl32.dll */
5068 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5072 if(!pwglGetProcAddress) {
5073 ERR("Unable to load wglGetProcAddress!\n");
5077 /* Dynamically load all GL core functions */
5081 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5082 * otherwise because we have to use winex11.drv's override
5084 #ifdef USE_WIN32_OPENGL
5085 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5086 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5088 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5089 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5092 glEnableWINE = glEnable;
5093 glDisableWINE = glDisable;
5095 /* For now only one default adapter */
5097 struct wined3d_adapter *adapter = &This->adapters[0];
5098 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5099 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5103 WineD3D_PixelFormat *cfgs;
5104 DISPLAY_DEVICEW DisplayDevice;
5107 TRACE("Initializing default adapter\n");
5108 adapter->ordinal = 0;
5109 adapter->monitorPoint.x = -1;
5110 adapter->monitorPoint.y = -1;
5112 if (!AllocateLocallyUniqueId(&adapter->luid))
5114 DWORD err = GetLastError();
5115 ERR("Failed to set adapter LUID (%#x).\n", err);
5118 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5119 adapter->luid.HighPart, adapter->luid.LowPart);
5121 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5123 ERR("Failed to get a gl context for default adapter\n");
5127 ret = IWineD3DImpl_FillGLCaps(adapter);
5129 ERR("Failed to initialize gl caps for default adapter\n");
5130 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5133 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5135 ERR("Failed to init gl formats\n");
5136 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5140 hdc = fake_gl_ctx.dc;
5142 /* Use the VideoRamSize registry setting when set */
5143 if(wined3d_settings.emulated_textureram)
5144 adapter->TextureRam = wined3d_settings.emulated_textureram;
5146 adapter->TextureRam = adapter->gl_info.vidmem;
5147 adapter->UsedTextureRam = 0;
5148 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5150 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5151 DisplayDevice.cb = sizeof(DisplayDevice);
5152 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5153 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5154 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5156 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5163 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5164 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5166 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5167 cfgs = adapter->cfgs;
5168 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5169 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5170 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5171 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5172 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5173 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5174 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5175 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5176 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5177 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5178 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5180 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5182 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5187 /* Cache the pixel format */
5188 cfgs->iPixelFormat = iPixelFormat;
5189 cfgs->redSize = values[0];
5190 cfgs->greenSize = values[1];
5191 cfgs->blueSize = values[2];
5192 cfgs->alphaSize = values[3];
5193 cfgs->colorSize = values[4];
5194 cfgs->depthSize = values[5];
5195 cfgs->stencilSize = values[6];
5196 cfgs->windowDrawable = values[7];
5197 cfgs->iPixelType = values[8];
5198 cfgs->doubleBuffer = values[9];
5199 cfgs->auxBuffers = values[10];
5201 cfgs->numSamples = 0;
5202 /* Check multisample support */
5203 if (gl_info->supported[ARB_MULTISAMPLE])
5205 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5207 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5208 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5209 * value[1] = number of multi sample buffers*/
5211 cfgs->numSamples = value[1];
5215 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5216 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5217 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5218 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5219 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5225 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5226 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5227 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5229 cfgs = adapter->cfgs;
5230 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5232 PIXELFORMATDESCRIPTOR ppfd;
5234 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5238 /* We only want HW acceleration using an OpenGL ICD driver.
5239 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5240 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5242 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5244 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5248 cfgs->iPixelFormat = iPixelFormat;
5249 cfgs->redSize = ppfd.cRedBits;
5250 cfgs->greenSize = ppfd.cGreenBits;
5251 cfgs->blueSize = ppfd.cBlueBits;
5252 cfgs->alphaSize = ppfd.cAlphaBits;
5253 cfgs->colorSize = ppfd.cColorBits;
5254 cfgs->depthSize = ppfd.cDepthBits;
5255 cfgs->stencilSize = ppfd.cStencilBits;
5256 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5257 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5258 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5259 cfgs->auxBuffers = ppfd.cAuxBuffers;
5260 cfgs->numSamples = 0;
5262 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5263 "depth=%d, stencil=%d, windowDrawable=%d\n",
5264 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5265 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5266 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5271 /* 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 */
5274 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5276 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5277 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5282 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5283 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5284 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5285 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5286 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5287 * driver is allowed to consume more bits EXCEPT for stencil bits.
5289 * Mark an adapter with this broken stencil behavior.
5291 adapter->brokenStencil = TRUE;
5292 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5294 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5295 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5296 adapter->brokenStencil = FALSE;
5301 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5303 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5304 fillGLAttribFuncs(&adapter->gl_info);
5305 adapter->opengl = TRUE;
5307 This->adapter_count = 1;
5308 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5313 /* Initialize an adapter for ddraw-only memory counting */
5314 memset(This->adapters, 0, sizeof(This->adapters));
5315 This->adapters[0].ordinal = 0;
5316 This->adapters[0].opengl = FALSE;
5317 This->adapters[0].monitorPoint.x = -1;
5318 This->adapters[0].monitorPoint.y = -1;
5320 This->adapters[0].driver_info.name = "Display";
5321 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5322 if(wined3d_settings.emulated_textureram) {
5323 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5325 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5328 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5330 This->adapter_count = 1;
5334 /**********************************************************
5335 * IWineD3D VTbl follows
5336 **********************************************************/
5338 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5341 IWineD3DImpl_QueryInterface,
5342 IWineD3DImpl_AddRef,
5343 IWineD3DImpl_Release,
5345 IWineD3DImpl_GetParent,
5346 IWineD3DImpl_GetAdapterCount,
5347 IWineD3DImpl_RegisterSoftwareDevice,
5348 IWineD3DImpl_GetAdapterMonitor,
5349 IWineD3DImpl_GetAdapterModeCount,
5350 IWineD3DImpl_EnumAdapterModes,
5351 IWineD3DImpl_GetAdapterDisplayMode,
5352 IWineD3DImpl_GetAdapterIdentifier,
5353 IWineD3DImpl_CheckDeviceMultiSampleType,
5354 IWineD3DImpl_CheckDepthStencilMatch,
5355 IWineD3DImpl_CheckDeviceType,
5356 IWineD3DImpl_CheckDeviceFormat,
5357 IWineD3DImpl_CheckDeviceFormatConversion,
5358 IWineD3DImpl_GetDeviceCaps,
5359 IWineD3DImpl_CreateDevice
5362 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5364 const struct wined3d_parent_ops wined3d_null_parent_ops =
5366 wined3d_null_wined3d_object_destroyed,
5369 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5371 wined3d->lpVtbl = &IWineD3D_Vtbl;
5372 wined3d->dxVersion = version;
5374 wined3d->parent = parent;
5376 if (!InitAdapters(wined3d))
5378 WARN("Failed to initialize adapters.\n");
5381 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);