2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
139 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
148 /**********************************************************
149 * Utility functions follow
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154 WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 struct wined3d_fake_gl_ctx
207 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
209 TRACE_(d3d_caps)("Destroying fake GL context.\n");
211 if (!pwglMakeCurrent(NULL, NULL))
213 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
216 pwglDeleteContext(ctx->gl_ctx);
217 ReleaseDC(ctx->wnd, ctx->dc);
218 DestroyWindow(ctx->wnd);
221 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 PIXELFORMATDESCRIPTOR pfd;
226 TRACE("getting context...\n");
228 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
229 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
230 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
233 ERR_(d3d_caps)("Failed to create a window.\n");
237 ctx->dc = GetDC(ctx->wnd);
240 ERR_(d3d_caps)("Failed to get a DC.\n");
244 /* PixelFormat selection */
245 ZeroMemory(&pfd, sizeof(pfd));
246 pfd.nSize = sizeof(pfd);
248 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
249 pfd.iPixelType = PFD_TYPE_RGBA;
251 pfd.iLayerType = PFD_MAIN_PLANE;
253 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
256 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
257 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
260 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
261 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
263 /* Create a GL context. */
264 ctx->gl_ctx = pwglCreateContext(ctx->dc);
267 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
271 /* Make it the current GL context. */
272 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
274 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
277 context_set_last_device(NULL);
282 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
284 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
286 if (ctx->wnd) DestroyWindow(ctx->wnd);
292 /* Adjust the amount of used texture memory */
293 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
294 struct WineD3DAdapter *adapter = D3DDevice->adapter;
296 adapter->UsedTextureRam += glram;
297 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
298 return adapter->UsedTextureRam;
301 /**********************************************************
302 * IUnknown parts follows
303 **********************************************************/
305 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
307 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
309 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
310 if (IsEqualGUID(riid, &IID_IUnknown)
311 || IsEqualGUID(riid, &IID_IWineD3DBase)
312 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
313 IUnknown_AddRef(iface);
318 return E_NOINTERFACE;
321 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
322 IWineD3DImpl *This = (IWineD3DImpl *)iface;
323 ULONG refCount = InterlockedIncrement(&This->ref);
325 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
329 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
330 IWineD3DImpl *This = (IWineD3DImpl *)iface;
332 TRACE("(%p) : Releasing from %d\n", This, This->ref);
333 ref = InterlockedDecrement(&This->ref);
337 for (i = 0; i < This->adapter_count; ++i)
339 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
341 HeapFree(GetProcessHeap(), 0, This);
347 /* Set the shader type for this device, depending on the given capabilities,
348 * the device type, and the user preferences in wined3d_settings */
350 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
352 if (wined3d_settings.vs_mode == VS_NONE) {
353 *vs_selected = SHADER_NONE;
354 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
355 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
356 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
357 * shaders only on this card. */
358 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
359 *vs_selected = SHADER_ARB;
361 *vs_selected = SHADER_GLSL;
362 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
363 *vs_selected = SHADER_ARB;
365 *vs_selected = SHADER_NONE;
368 if (wined3d_settings.ps_mode == PS_NONE) {
369 *ps_selected = SHADER_NONE;
370 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
371 *ps_selected = SHADER_GLSL;
372 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
373 *ps_selected = SHADER_ARB;
374 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
375 *ps_selected = SHADER_ATI;
377 *ps_selected = SHADER_NONE;
381 /** Select the number of report maximum shader constants based on the selected shader modes */
382 static void select_shader_max_constants(
383 int ps_selected_mode,
384 int vs_selected_mode,
385 WineD3D_GL_Info *gl_info) {
387 switch (vs_selected_mode) {
389 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
392 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
395 gl_info->max_vshader_constantsF = 0;
399 switch (ps_selected_mode) {
401 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
404 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
407 gl_info->max_pshader_constantsF = 0;
412 /**********************************************************
413 * IWineD3D parts follows
414 **********************************************************/
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
421 const char *testcode =
423 "PARAM C[66] = { program.env[0..65] };\n"
425 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426 "ARL A0.x, zero.x;\n"
427 "MOV result.position, C[A0.x + 65];\n"
431 GL_EXTCALL(glGenProgramsARB(1, &prog));
433 ERR("Failed to create an ARB offset limit test program\n");
435 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437 strlen(testcode), testcode));
438 if(glGetError() != 0) {
439 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
440 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
442 } else TRACE("OpenGL implementation allows offsets > 63\n");
444 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
445 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
446 checkGLcall("ARB vp offset limit test cleanup");
451 static DWORD ver_for_ext(GL_SupportedExt ext)
454 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
455 if(EXTENSION_MAP[i].extension == ext) {
456 return EXTENSION_MAP[i].version;
462 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
464 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
465 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
466 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
467 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
471 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
473 if (gl_info->gl_vendor == VENDOR_NVIDIA)
475 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
483 static BOOL match_apple(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
485 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
486 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
487 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
489 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
490 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
491 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
492 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
493 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
494 * the chance that other implementations support them is rather small since Win32 QuickTime uses
495 * DirectDraw, not OpenGL. */
496 if (gl_info->supported[APPLE_FENCE]
497 && gl_info->supported[APPLE_CLIENT_STORAGE]
498 && gl_info->supported[APPLE_FLUSH_RENDER]
499 && gl_info->supported[APPLE_YCBCR_422])
501 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
502 TRACE_(d3d_caps)("Activating MacOS fixups.\n");
507 TRACE_(d3d_caps)("Apple extensions are not supported.\n");
508 TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
513 /* Context activation is done by the caller. */
514 static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
516 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
517 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
518 * all the texture. This function detects this bug by its symptom and disables PBOs
521 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
522 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
523 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
524 * read back is compared to the original. If they are equal PBOs are assumed to work,
525 * otherwise the PBO extension is disabled. */
527 static const unsigned int pattern[] =
529 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
530 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
531 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
532 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
534 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
536 /* No PBO -> No point in testing them. */
537 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
541 while (glGetError());
542 glGenTextures(1, &texture);
543 glBindTexture(GL_TEXTURE_2D, texture);
545 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
546 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
547 checkGLcall("Specifying the PBO test texture");
549 GL_EXTCALL(glGenBuffersARB(1, &pbo));
550 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
551 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
552 checkGLcall("Specifying the PBO test pbo");
554 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
555 checkGLcall("Loading the PBO test texture");
557 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
558 glFinish(); /* just to be sure */
560 memset(check, 0, sizeof(check));
561 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
562 checkGLcall("Reading back the PBO test texture");
564 glDeleteTextures(1, &texture);
565 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
566 checkGLcall("PBO test cleanup");
570 if (memcmp(check, pattern, sizeof(check)))
572 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
573 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
574 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
578 TRACE_(d3d_caps)("PBO test successful.\n");
582 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
584 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
587 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
589 if (!match_apple(gl_info, gl_renderer)) return FALSE;
590 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
591 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
595 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
597 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
598 if (match_apple(gl_info, gl_renderer)) return FALSE;
599 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
603 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
605 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
606 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
607 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
608 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
611 * dx10 cards usually have 64 varyings */
612 return gl_info->max_glsl_varyings > 44;
615 static void quirk_arb_constants(WineD3D_GL_Info *gl_info)
617 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
618 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
619 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
620 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
623 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info)
625 quirk_arb_constants(gl_info);
626 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
627 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
628 * allow 48 different offsets or other helper immediate values. */
629 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
630 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
633 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
634 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
635 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
636 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
637 * most games, but avoids the crash
639 * A more sophisticated way would be to find all units that need texture coordinates and enable
640 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
641 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
643 * Note that disabling the extension entirely does not gain predictability because there is no point
644 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
645 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info)
647 if (gl_info->supported[ARB_POINT_SPRITE])
649 TRACE("Limiting point sprites to one texture unit.\n");
650 gl_info->max_point_sprite_units = 1;
654 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info)
656 quirk_arb_constants(gl_info);
658 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
659 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
660 * If real NP2 textures are used, the driver falls back to software. We could just remove the
661 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
662 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
663 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
664 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
666 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
667 * has this extension promoted to core. The extension loading code sets this extension supported
668 * due to that, so this code works on fglrx as well. */
669 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
670 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
671 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
673 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
674 * it is generally more efficient. Reserve just 8 constants. */
675 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
676 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
679 static void quirk_no_np2(WineD3D_GL_Info *gl_info)
681 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
682 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
683 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
684 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
685 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
686 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
688 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
689 * triggering the software fallback. There is not much we can do here apart from disabling the
690 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
691 * in IWineD3DImpl_FillGLCaps).
692 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
693 * post-processing effects in the game "Max Payne 2").
694 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
695 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
696 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
697 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
700 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info)
702 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
703 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
704 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
705 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
706 * according to the spec.
708 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
709 * makes the shader slower and eats instruction slots which should be available to the d3d app.
711 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
712 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
713 * this workaround is activated on cards that do not need it, it won't break things, just affect
714 * performance negatively. */
715 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
716 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
719 static void quirk_clip_varying(WineD3D_GL_Info *gl_info)
721 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
726 BOOL (*match)(const WineD3D_GL_Info *gl_info, const char *gl_renderer);
727 void (*apply)(WineD3D_GL_Info *gl_info);
728 const char *description;
731 struct driver_quirk quirk_table[] =
734 match_ati_r300_to_500,
736 "ATI GLSL constant and normalized texrect quirk"
738 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
739 * used it falls back to software. While the compiler can detect if the shader uses all declared
740 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
741 * using relative addressing falls back to software.
743 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
746 quirk_apple_glsl_constants,
747 "Apple GLSL uniform override"
752 "Geforce 5 NP2 disable"
757 "Init texcoord .w for Apple Intel GPU driver"
760 match_apple_nonr500ati,
762 "Init texcoord .w for Apple ATI >= r600 GPU driver"
766 quirk_one_point_sprite,
767 "Fglrx point sprite crash workaround"
772 "Reserved varying for gl_ClipPos"
776 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
777 * reporting a driver version is moot because we are not the Windows driver, and we have different
778 * bugs, features, etc.
780 * If a card is not found in this table, the GL driver version is reported. */
781 struct driver_version_information
783 WORD vendor; /* reported PCI card vendor ID */
784 WORD card; /* reported PCI card device ID */
785 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
786 WORD hipart_hi, hipart_lo; /* driver hiword to report */
787 WORD lopart_hi, lopart_lo; /* driver loword to report */
790 static const struct driver_version_information driver_version_table[] =
792 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
793 * 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
794 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
795 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
797 * All version numbers used below are from the Linux nvidia drivers. */
798 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
799 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
800 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
801 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
802 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
803 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
804 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
805 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
806 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
807 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
808 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
809 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
810 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
811 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
812 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
813 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
814 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
815 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
816 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
817 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
818 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
819 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
820 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
821 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
822 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
823 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
824 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
825 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
826 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
827 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
829 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
830 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
831 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
832 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
833 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
834 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
835 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
836 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
837 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
838 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
839 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
841 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
844 /* Context activation is done by the caller. */
845 static void fixup_extensions(WineD3D_GL_Info *gl_info, const char *gl_renderer)
849 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
851 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
852 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
853 quirk_table[i].apply(gl_info);
856 /* Find out if PBOs work as they are supposed to. */
857 test_pbo_functionality(gl_info);
859 /* Fixup the driver version */
860 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
862 if (gl_info->gl_vendor == driver_version_table[i].vendor
863 && gl_info->gl_card == driver_version_table[i].card)
865 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
866 gl_info->gl_vendor, gl_info->gl_card);
868 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
869 driver_version_table[i].lopart_lo);
870 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
871 driver_version_table[i].hipart_lo);
872 gl_info->driver_description = driver_version_table[i].description;
878 /* Context activation is done by the caller. */
879 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
880 const char *GL_Extensions = NULL;
881 const char *WGL_Extensions = NULL;
882 const char *gl_string = NULL;
883 const char *gl_string_cursor = NULL;
885 GLfloat gl_floatv[2];
886 int major = 1, minor = 0;
889 unsigned int vidmem=0;
894 TRACE_(d3d_caps)("(%p)\n", gl_info);
898 gl_string = (const char *)glGetString(GL_RENDERER);
899 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
902 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
906 len = strlen(gl_string) + 1;
907 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
910 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
913 memcpy(gl_renderer, gl_string, len);
915 gl_string = (const char *)glGetString(GL_VENDOR);
916 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
919 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
920 HeapFree(GetProcessHeap(), 0, gl_renderer);
924 /* Fill in the GL vendor */
925 if (strstr(gl_string, "NVIDIA"))
927 gl_info->gl_vendor = VENDOR_NVIDIA;
929 else if (strstr(gl_string, "ATI"))
931 gl_info->gl_vendor = VENDOR_ATI;
933 else if (strstr(gl_string, "Intel(R)")
934 || strstr(gl_renderer, "Intel(R)")
935 || strstr(gl_string, "Intel Inc."))
937 gl_info->gl_vendor = VENDOR_INTEL;
939 else if (strstr(gl_string, "Mesa"))
941 gl_info->gl_vendor = VENDOR_MESA;
945 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
946 gl_info->gl_vendor = VENDOR_WINE;
948 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
950 /* Parse the GL_VERSION field into major and minor information */
951 gl_string = (const char *)glGetString(GL_VERSION);
952 TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
955 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
956 HeapFree(GetProcessHeap(), 0, gl_renderer);
960 /* First, parse the generic opengl version. This is supposed not to be
961 * convoluted with driver specific information. */
962 gl_string_cursor = gl_string;
964 major = atoi(gl_string_cursor);
965 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
966 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
967 if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
969 minor = atoi(gl_string_cursor);
970 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
971 gl_version = MAKEDWORD_VERSION(major, minor);
973 /* Now parse the driver specific string which we'll report to the app. */
974 switch (gl_info->gl_vendor)
977 gl_string_cursor = strstr(gl_string, "NVIDIA");
978 if (!gl_string_cursor)
980 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
984 gl_string_cursor = strstr(gl_string_cursor, " ");
985 if (!gl_string_cursor)
987 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
991 while (*gl_string_cursor == ' ') ++gl_string_cursor;
993 if (!*gl_string_cursor)
995 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
999 major = atoi(gl_string_cursor);
1000 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1002 if (*gl_string_cursor++ != '.')
1004 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1008 minor = atoi(gl_string_cursor);
1009 minor = major * 100 + minor;
1015 gl_string_cursor = strchr(gl_string, '-');
1016 if (gl_string_cursor)
1020 /* Check if version number is of the form x.y.z. */
1021 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
1022 || gl_string_cursor[1] != '.'
1023 || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
1024 || gl_string_cursor[3] != '.'
1025 || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
1026 /* Mark version number as malformed. */
1027 gl_string_cursor = 0;
1030 if (!gl_string_cursor)
1032 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1036 major = *gl_string_cursor - '0';
1037 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
1042 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1043 if (strstr(gl_string, "APPLE"))
1045 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1046 * We only need the first part, and use the APPLE as identification
1047 * "1.2 APPLE-1.4.56". */
1048 gl_string_cursor = gl_string;
1049 major = atoi(gl_string_cursor);
1050 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1052 if (*gl_string_cursor++ != '.')
1054 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
1058 minor = atoi(gl_string_cursor);
1064 gl_string_cursor = strstr(gl_string, "Mesa");
1065 gl_string_cursor = strstr(gl_string_cursor, " ");
1066 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
1067 if (*gl_string_cursor)
1072 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1074 tmp[cursor++] = *gl_string_cursor;
1080 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1084 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1086 tmp[cursor++] = *gl_string_cursor;
1100 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
1101 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
1102 debugstr_a(gl_string), major, minor, gl_info->driver_version);
1103 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1104 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1107 * Initialize openGL extension related variables
1108 * with Default values
1110 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1111 gl_info->max_buffers = 1;
1112 gl_info->max_textures = 1;
1113 gl_info->max_texture_stages = 1;
1114 gl_info->max_fragment_samplers = 1;
1115 gl_info->max_vertex_samplers = 0;
1116 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1117 gl_info->max_sampler_stages = 1;
1118 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
1119 gl_info->ps_arb_max_temps = 0;
1120 gl_info->ps_arb_max_instructions = 0;
1121 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
1122 gl_info->vs_arb_max_temps = 0;
1123 gl_info->vs_arb_max_instructions = 0;
1124 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
1125 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
1126 gl_info->vs_glsl_constantsF = 0;
1127 gl_info->ps_glsl_constantsF = 0;
1128 gl_info->vs_arb_constantsF = 0;
1129 gl_info->ps_arb_constantsF = 0;
1130 gl_info->ps_arb_max_local_constants = 0;
1132 /* Retrieve opengl defaults */
1133 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1134 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1135 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1137 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1138 gl_info->max_lights = gl_max;
1139 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1141 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1142 gl_info->max_texture_size = gl_max;
1143 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1145 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1146 gl_info->max_pointsizemin = gl_floatv[0];
1147 gl_info->max_pointsize = gl_floatv[1];
1148 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1150 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1151 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1154 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1155 HeapFree(GetProcessHeap(), 0, gl_renderer);
1159 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1161 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1163 while (*GL_Extensions)
1166 char current_ext[256];
1168 while (isspace(*GL_Extensions)) ++GL_Extensions;
1169 start = GL_Extensions;
1170 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1172 len = GL_Extensions - start;
1173 if (!len || len >= sizeof(current_ext)) continue;
1175 memcpy(current_ext, start, len);
1176 current_ext[len] = '\0';
1177 TRACE_(d3d_caps)("- %s\n", current_ext);
1179 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1181 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1183 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1184 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1192 /* Now work out what GL support this card really has */
1193 #define USE_GL_FUNC(type, pfn, ext, replace) \
1195 DWORD ver = ver_for_ext(ext); \
1196 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1197 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1198 else gl_info->pfn = NULL; \
1203 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1209 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1210 * loading the functions, otherwise the code above will load the extension entry points instead of the
1211 * core functions, which may not work. */
1212 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1214 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1215 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1217 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1218 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1222 if (gl_info->supported[APPLE_FENCE])
1224 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1225 * The apple extension interacts with some other apple exts. Disable the NV
1226 * extension if the apple one is support to prevent confusion in other parts
1228 gl_info->supported[NV_FENCE] = FALSE;
1230 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1232 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1234 * The enums are the same:
1235 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1236 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1237 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1238 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1239 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1241 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1243 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1244 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1246 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1248 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1249 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1252 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1254 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1255 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1257 if (gl_info->supported[NV_TEXTURE_SHADER2])
1259 if (gl_info->supported[NV_REGISTER_COMBINERS])
1261 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1262 * are supported. The nv extensions provide the same functionality as the
1263 * ATI one, and a bit more(signed pixelformats). */
1264 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1267 if (gl_info->supported[ARB_DRAW_BUFFERS])
1269 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1270 gl_info->max_buffers = gl_max;
1271 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1273 if (gl_info->supported[ARB_MULTITEXTURE])
1275 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1276 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1277 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1279 if (gl_info->supported[NV_REGISTER_COMBINERS])
1282 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1283 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1287 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1289 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1291 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1294 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1295 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1299 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1301 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1303 if (gl_info->supported[ARB_VERTEX_SHADER])
1306 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1307 gl_info->max_vertex_samplers = tmp;
1308 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1309 gl_info->max_combined_samplers = tmp;
1311 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1312 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1313 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1314 * shader is used with fixed function vertex processing we're fine too because fixed function
1315 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1316 * used we have to make sure that all vertex sampler setups are valid together with all
1317 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1318 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1319 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1320 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1321 * a fixed function pipeline anymore.
1323 * So this is just a check to check that our assumption holds true. If not, write a warning
1324 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1325 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1326 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1328 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1329 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1330 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1331 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1332 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1334 gl_info->max_vertex_samplers = 0;
1339 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1341 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1342 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1344 if (gl_info->supported[ARB_VERTEX_BLEND])
1346 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1347 gl_info->max_blends = gl_max;
1348 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1350 if (gl_info->supported[EXT_TEXTURE3D])
1352 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1353 gl_info->max_texture3d_size = gl_max;
1354 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1356 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1358 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1359 gl_info->max_anisotropy = gl_max;
1360 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1362 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1364 gl_info->ps_arb_version = PS_VERSION_11;
1365 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1366 gl_info->ps_arb_constantsF = gl_max;
1367 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1368 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1369 gl_info->ps_arb_max_temps = gl_max;
1370 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1371 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1372 gl_info->ps_arb_max_instructions = gl_max;
1373 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1375 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1377 gl_info->vs_arb_version = VS_VERSION_11;
1378 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1379 gl_info->vs_arb_constantsF = gl_max;
1380 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1381 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1382 gl_info->vs_arb_max_temps = gl_max;
1383 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1384 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1385 gl_info->vs_arb_max_instructions = gl_max;
1386 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1388 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1390 if (gl_info->supported[ARB_VERTEX_SHADER])
1392 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1393 gl_info->vs_glsl_constantsF = gl_max / 4;
1394 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1396 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1398 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1399 gl_info->ps_glsl_constantsF = gl_max / 4;
1400 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1401 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1402 gl_info->max_glsl_varyings = gl_max;
1403 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1405 if (gl_info->supported[EXT_VERTEX_SHADER])
1407 gl_info->vs_ati_version = VS_VERSION_11;
1409 if (gl_info->supported[NV_VERTEX_PROGRAM3])
1411 gl_info->vs_nv_version = VS_VERSION_30;
1413 else if (gl_info->supported[NV_VERTEX_PROGRAM2])
1415 gl_info->vs_nv_version = VS_VERSION_20;
1417 else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
1419 gl_info->vs_nv_version = VS_VERSION_11;
1421 else if (gl_info->supported[NV_VERTEX_PROGRAM])
1423 gl_info->vs_nv_version = VS_VERSION_10;
1425 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
1427 gl_info->ps_nv_version = PS_VERSION_30;
1429 else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
1431 gl_info->ps_nv_version = PS_VERSION_20;
1433 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1435 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1439 gl_info->max_shininess = 128.0f;
1441 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1443 /* If we have full NP2 texture support, disable
1444 * GL_ARB_texture_rectangle because we will never use it.
1445 * This saves a few redundant glDisable calls. */
1446 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1448 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1450 /* Disable NV_register_combiners and fragment shader if this is supported.
1451 * generally the NV extensions are preferred over the ATI ones, and this
1452 * extension is disabled if register_combiners and texture_shader2 are both
1453 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1454 * fragment processing support. */
1455 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1456 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1457 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1458 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1459 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1461 if (gl_info->supported[NV_HALF_FLOAT])
1463 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1464 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1466 if (gl_info->supported[ARB_POINT_SPRITE])
1468 gl_info->max_point_sprite_units = gl_info->max_textures;
1472 gl_info->max_point_sprite_units = 0;
1474 checkGLcall("extension detection");
1476 /* In some cases the number of texture stages can be larger than the number
1477 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1478 * shaders), but 8 texture stages (register combiners). */
1479 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1481 /* We can only use ORM_FBO when the hardware supports it. */
1482 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1483 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1484 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1487 /* MRTs are currently only supported when FBOs are used. */
1488 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1489 gl_info->max_buffers = 1;
1492 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1493 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1494 * in case of the latest videocards in the number of pixel/vertex pipelines.
1496 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1497 * rendering. Various games use this information to get a rough estimation of the features of the card
1498 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1499 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1500 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1503 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1504 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1505 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1506 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1507 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1508 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1509 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1512 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1513 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1514 * similar 3d features.
1516 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1517 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1518 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1519 * won't pass we return a default card. This way is better than maintaining a full card database as even
1520 * without a full database we can return a card with similar features. Second the size of the database
1521 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1522 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1523 * to distinguishes between different models from that family.
1525 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1526 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1527 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1528 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1529 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1530 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1531 * memory behind our backs if really needed.
1532 * Note that the amount of video memory can be overruled using a registry setting.
1534 switch (gl_info->gl_vendor) {
1536 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1537 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1539 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1540 /* Geforce 200 - highend */
1541 if (strstr(gl_renderer, "GTX 280")
1542 || strstr(gl_renderer, "GTX 285")
1543 || strstr(gl_renderer, "GTX 295"))
1545 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1548 /* Geforce 200 - midend high */
1549 if (strstr(gl_renderer, "GTX 275"))
1551 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1554 /* Geforce 200 - midend */
1555 if (strstr(gl_renderer, "GTX 260"))
1557 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1560 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1561 else if (strstr(gl_renderer, "9800")
1562 || strstr(gl_renderer, "GTS 150")
1563 || strstr(gl_renderer, "GTS 250"))
1565 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1568 /* Geforce9 - midend */
1569 else if (strstr(gl_renderer, "9600"))
1571 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1572 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1574 /* Geforce9 - midend low / Geforce 200 - low*/
1575 else if (strstr(gl_renderer, "9500")
1576 || strstr(gl_renderer, "GT 120")
1577 || strstr(gl_renderer, "GT 130"))
1579 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1580 vidmem = 256; /* The 9500GT has 256-1024MB */
1582 /* Geforce9 - lowend */
1583 else if (strstr(gl_renderer, "9400"))
1585 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1586 vidmem = 256; /* The 9400GT has 256-1024MB */
1588 /* Geforce9 - lowend low */
1589 else if (strstr(gl_renderer, "9100")
1590 || strstr(gl_renderer, "9200")
1591 || strstr(gl_renderer, "9300")
1592 || strstr(gl_renderer, "G 100"))
1594 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1595 vidmem = 256; /* The 9100-9300 cards have 256MB */
1597 /* Geforce8 - highend */
1598 else if (strstr(gl_renderer, "8800"))
1600 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1601 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1603 /* Geforce8 - midend mobile */
1604 else if (strstr(gl_renderer, "8600 M"))
1606 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1609 /* Geforce8 - midend */
1610 else if (strstr(gl_renderer, "8600")
1611 || strstr(gl_renderer, "8700"))
1613 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1616 /* Geforce8 - lowend */
1617 else if (strstr(gl_renderer, "8300")
1618 || strstr(gl_renderer, "8400")
1619 || strstr(gl_renderer, "8500"))
1621 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1622 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1624 /* Geforce7 - highend */
1625 else if (strstr(gl_renderer, "7800")
1626 || strstr(gl_renderer, "7900")
1627 || strstr(gl_renderer, "7950")
1628 || strstr(gl_renderer, "Quadro FX 4")
1629 || strstr(gl_renderer, "Quadro FX 5"))
1631 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1632 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1634 /* Geforce7 midend */
1635 else if (strstr(gl_renderer, "7600")
1636 || strstr(gl_renderer, "7700"))
1638 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1639 vidmem = 256; /* The 7600 uses 256-512MB */
1640 /* Geforce7 lower medium */
1642 else if (strstr(gl_renderer, "7400"))
1644 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1645 vidmem = 256; /* The 7400 uses 256-512MB */
1647 /* Geforce7 lowend */
1648 else if (strstr(gl_renderer, "7300"))
1650 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1651 vidmem = 256; /* Mac Pros with this card have 256 MB */
1653 /* Geforce6 highend */
1654 else if (strstr(gl_renderer, "6800"))
1656 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1657 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1659 /* Geforce6 - midend */
1660 else if (strstr(gl_renderer, "6600")
1661 || strstr(gl_renderer, "6610")
1662 || strstr(gl_renderer, "6700"))
1664 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1665 vidmem = 128; /* A 6600GT has 128-256MB */
1667 /* Geforce6/7 lowend */
1669 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1672 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1673 /* GeforceFX - highend */
1674 if (strstr(gl_renderer, "5800")
1675 || strstr(gl_renderer, "5900")
1676 || strstr(gl_renderer, "5950")
1677 || strstr(gl_renderer, "Quadro FX"))
1679 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1680 vidmem = 256; /* 5800-5900 cards use 256MB */
1682 /* GeforceFX - midend */
1683 else if (strstr(gl_renderer, "5600")
1684 || strstr(gl_renderer, "5650")
1685 || strstr(gl_renderer, "5700")
1686 || strstr(gl_renderer, "5750"))
1688 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1689 vidmem = 128; /* A 5600 uses 128-256MB */
1691 /* GeforceFX - lowend */
1693 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1694 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1696 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1697 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1699 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1700 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1704 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1705 vidmem = 64; /* Geforce3 cards have 64-128MB */
1707 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1708 if (strstr(gl_renderer, "GeForce4 MX"))
1710 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1711 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1713 else if(strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1715 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1716 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1718 else if(strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1720 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1721 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1725 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1726 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1729 if (strstr(gl_renderer, "TNT2"))
1731 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1732 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1736 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1737 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1742 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1744 * beware: renderer string do not match exact card model,
1745 * eg HD 4800 is returned for multiple card, even for RV790 based one
1747 if(WINE_D3D9_CAPABLE(gl_info)) {
1748 /* Radeon R7xx HD4800 - highend */
1749 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1750 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1751 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1752 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1753 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1755 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1756 vidmem = 512; /* note: HD4890 cards use 1024MB */
1758 /* Radeon R740 HD4700 - midend */
1759 else if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1760 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1762 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1765 /* Radeon R730 HD4600 - midend */
1766 else if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1767 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1768 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1770 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1773 /* Radeon R710 HD4500/HD4350 - lowend */
1774 else if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1775 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1777 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1780 /* Radeon R6xx HD2900/HD3800 - highend */
1781 else if (strstr(gl_renderer, "HD 2900")
1782 || strstr(gl_renderer, "HD 3870")
1783 || strstr(gl_renderer, "HD 3850"))
1785 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1786 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1788 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1789 else if (strstr(gl_renderer, "HD 2600")
1790 || strstr(gl_renderer, "HD 3830")
1791 || strstr(gl_renderer, "HD 3690")
1792 || strstr(gl_renderer, "HD 3650"))
1794 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1795 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1797 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1798 else if (strstr(gl_renderer, "HD 2300")
1799 || strstr(gl_renderer, "HD 2400")
1800 || strstr(gl_renderer, "HD 3470")
1801 || strstr(gl_renderer, "HD 3450")
1802 || strstr(gl_renderer, "HD 3430")
1803 || strstr(gl_renderer, "HD 3400"))
1805 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1806 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1808 /* Radeon R6xx/R7xx integrated */
1809 else if (strstr(gl_renderer, "HD 3100")
1810 || strstr(gl_renderer, "HD 3200")
1811 || strstr(gl_renderer, "HD 3300"))
1813 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1814 vidmem = 128; /* 128MB */
1817 else if (strstr(gl_renderer, "X1600")
1818 || strstr(gl_renderer, "X1650")
1819 || strstr(gl_renderer, "X1800")
1820 || strstr(gl_renderer, "X1900")
1821 || strstr(gl_renderer, "X1950"))
1823 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1824 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1826 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1827 else if(strstr(gl_renderer, "X700")
1828 || strstr(gl_renderer, "X800")
1829 || strstr(gl_renderer, "X850")
1830 || strstr(gl_renderer, "X1300")
1831 || strstr(gl_renderer, "X1400")
1832 || strstr(gl_renderer, "X1450")
1833 || strstr(gl_renderer, "X1550"))
1835 gl_info->gl_card = CARD_ATI_RADEON_X700;
1836 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1838 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1839 else if(strstr(gl_renderer, "Radeon Xpress"))
1841 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1842 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1846 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1847 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1849 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1850 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1851 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1852 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1853 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1854 vidmem = 32; /* There are models with up to 64MB */
1856 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1857 vidmem = 16; /* There are 16-32MB models */
1861 if (strstr(gl_renderer, "GMA 950")
1862 || strstr(gl_renderer, "945GM"))
1864 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1865 gl_info->gl_card = CARD_INTEL_I945GM;
1868 else if (strstr(gl_renderer, "915GM"))
1870 gl_info->gl_card = CARD_INTEL_I915GM;
1872 else if (strstr(gl_renderer, "915G"))
1874 gl_info->gl_card = CARD_INTEL_I915G;
1876 else if (strstr(gl_renderer, "865G"))
1878 gl_info->gl_card = CARD_INTEL_I865G;
1880 else if (strstr(gl_renderer, "855G"))
1882 gl_info->gl_card = CARD_INTEL_I855G;
1884 else if (strstr(gl_renderer, "830G"))
1886 gl_info->gl_card = CARD_INTEL_I830G;
1888 gl_info->gl_card = CARD_INTEL_I915G;
1894 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1895 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1896 * them a good generic choice.
1898 gl_info->gl_vendor = VENDOR_NVIDIA;
1899 if(WINE_D3D9_CAPABLE(gl_info))
1900 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1901 else if(WINE_D3D8_CAPABLE(gl_info))
1902 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1903 else if(WINE_D3D7_CAPABLE(gl_info))
1904 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1905 else if(WINE_D3D6_CAPABLE(gl_info))
1906 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1908 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1910 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1912 /* If we have an estimate use it, else default to 64MB; */
1914 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1916 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1918 /* Load all the lookup tables */
1919 for (i = 0; i < MAX_LOOKUPS; i++) {
1920 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1923 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1924 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1925 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1926 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1927 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1928 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1929 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1930 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1931 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1932 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1934 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1935 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1936 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1937 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1938 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1941 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1942 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1943 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1944 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1945 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1946 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1947 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1948 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1949 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1950 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1951 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1952 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1953 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1954 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1955 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1957 /* TODO: config lookups */
1959 /* Make sure there's an active HDC else the WGL extensions will fail */
1960 hdc = pwglGetCurrentDC();
1962 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1963 if(GL_EXTCALL(wglGetExtensionsStringARB))
1964 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1966 if (NULL == WGL_Extensions) {
1967 ERR(" WGL_Extensions returns NULL\n");
1969 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1970 while (*WGL_Extensions != 0x00) {
1974 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1975 Start = WGL_Extensions;
1976 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1980 len = WGL_Extensions - Start;
1981 if (len == 0 || len >= sizeof(ThisExtn))
1984 memcpy(ThisExtn, Start, len);
1985 ThisExtn[len] = '\0';
1986 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1988 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1989 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1990 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1992 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1993 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1994 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1996 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1997 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1998 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2005 fixup_extensions(gl_info, gl_renderer);
2006 add_gl_compat_wrappers(gl_info);
2008 HeapFree(GetProcessHeap(), 0, gl_renderer);
2012 /**********************************************************
2013 * IWineD3D implementation follows
2014 **********************************************************/
2016 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2017 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2019 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2021 return This->adapter_count;
2024 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2025 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2026 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2030 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2031 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2033 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2035 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2039 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2042 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2043 of the same bpp but different resolutions */
2045 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2046 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2047 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2048 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2050 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2054 /* TODO: Store modes per adapter and read it from the adapter structure */
2055 if (Adapter == 0) { /* Display */
2060 memset(&mode, 0, sizeof(mode));
2061 mode.dmSize = sizeof(mode);
2063 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2068 case WINED3DFMT_UNKNOWN:
2069 /* This is for D3D8, do not enumerate P8 here */
2070 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2073 case WINED3DFMT_X8R8G8B8:
2074 if (mode.dmBitsPerPel == 32) ++i;
2077 case WINED3DFMT_R5G6B5:
2078 if (mode.dmBitsPerPel == 16) ++i;
2082 if (mode.dmBitsPerPel == 8) ++i;
2086 /* Skip other modes as they do not match the requested format */
2091 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2094 FIXME_(d3d_caps)("Adapter not primary display\n");
2099 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2100 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2101 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2102 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2104 /* Validate the parameters as much as possible */
2105 if (NULL == pMode ||
2106 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2107 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2108 return WINED3DERR_INVALIDCALL;
2111 /* TODO: Store modes per adapter and read it from the adapter structure */
2119 ZeroMemory(&DevModeW, sizeof(DevModeW));
2120 DevModeW.dmSize = sizeof(DevModeW);
2122 /* If we are filtering to a specific format (D3D9), then need to skip
2123 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2124 just count through the ones with valid bit depths */
2125 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2128 case WINED3DFMT_UNKNOWN:
2129 /* This is D3D8. Do not enumerate P8 here */
2130 if (DevModeW.dmBitsPerPel == 32 ||
2131 DevModeW.dmBitsPerPel == 16) i++;
2133 case WINED3DFMT_X8R8G8B8:
2134 if (DevModeW.dmBitsPerPel == 32) i++;
2136 case WINED3DFMT_R5G6B5:
2137 if (DevModeW.dmBitsPerPel == 16) i++;
2140 if (DevModeW.dmBitsPerPel == 8) i++;
2143 /* Modes that don't match what we support can get an early-out */
2144 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2145 return WINED3DERR_INVALIDCALL;
2150 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2151 return WINED3DERR_INVALIDCALL;
2155 /* Now get the display mode via the calculated index */
2156 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2157 pMode->Width = DevModeW.dmPelsWidth;
2158 pMode->Height = DevModeW.dmPelsHeight;
2159 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2160 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2161 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2163 if (Format == WINED3DFMT_UNKNOWN) {
2164 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2166 pMode->Format = Format;
2169 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2170 return WINED3DERR_INVALIDCALL;
2173 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2174 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2175 DevModeW.dmBitsPerPel);
2180 FIXME_(d3d_caps)("Adapter not primary display\n");
2186 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2187 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2188 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2190 if (NULL == pMode ||
2191 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2192 return WINED3DERR_INVALIDCALL;
2195 if (Adapter == 0) { /* Display */
2199 ZeroMemory(&DevModeW, sizeof(DevModeW));
2200 DevModeW.dmSize = sizeof(DevModeW);
2202 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2203 pMode->Width = DevModeW.dmPelsWidth;
2204 pMode->Height = DevModeW.dmPelsHeight;
2205 bpp = DevModeW.dmBitsPerPel;
2206 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2207 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2209 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2212 pMode->Format = pixelformat_for_depth(bpp);
2214 FIXME_(d3d_caps)("Adapter not primary display\n");
2217 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2218 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2222 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2223 and fields being inserted in the middle, a new structure is used in place */
2224 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2225 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2226 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2228 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2230 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2231 return WINED3DERR_INVALIDCALL;
2234 /* Return the information requested */
2235 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2236 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
2237 if(This->adapters[Adapter].gl_info.driver_description)
2238 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
2239 else /* Copy default description "Direct3D HAL" */
2240 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
2242 /* Note dx8 doesn't supply a DeviceName */
2243 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY1"); /* FIXME: May depend on desktop? */
2244 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2245 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2246 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
2247 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
2248 *(pIdentifier->SubSysId) = 0;
2249 *(pIdentifier->Revision) = 0;
2250 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
2252 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2254 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2255 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
2258 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2260 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2261 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
2264 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
2265 *(pIdentifier->WHQLLevel) = 0;
2267 *(pIdentifier->WHQLLevel) = 1;
2273 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
2274 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2276 short redSize, greenSize, blueSize, alphaSize, colorBits;
2281 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2282 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2284 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2288 if(cfg->redSize < redSize)
2291 if(cfg->greenSize < greenSize)
2294 if(cfg->blueSize < blueSize)
2297 if(cfg->alphaSize < alphaSize)
2301 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2302 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2303 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2304 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2305 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2306 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2307 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2308 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2309 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2310 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2311 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2312 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2313 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2315 /* Probably a color index mode */
2322 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
2323 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2325 short depthSize, stencilSize;
2326 BOOL lockable = FALSE;
2331 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2333 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2337 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2340 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2341 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2342 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2343 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2346 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2347 * allow more stencil bits than requested. */
2348 if(cfg->stencilSize < stencilSize)
2354 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2355 WINED3DFORMAT AdapterFormat,
2356 WINED3DFORMAT RenderTargetFormat,
2357 WINED3DFORMAT DepthStencilFormat) {
2358 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2360 const WineD3D_PixelFormat *cfgs;
2361 const struct WineD3DAdapter *adapter;
2362 const struct GlPixelFormatDesc *rt_format_desc;
2363 const struct GlPixelFormatDesc *ds_format_desc;
2366 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2368 DeviceType, debug_d3ddevicetype(DeviceType),
2369 AdapterFormat, debug_d3dformat(AdapterFormat),
2370 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2371 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2373 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2374 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2375 return WINED3DERR_INVALIDCALL;
2378 adapter = &This->adapters[Adapter];
2379 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2380 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2381 cfgs = adapter->cfgs;
2382 nCfgs = adapter->nCfgs;
2383 for (it = 0; it < nCfgs; ++it) {
2384 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2386 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2388 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2393 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2395 return WINED3DERR_NOTAVAILABLE;
2398 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2399 WINED3DFORMAT SurfaceFormat,
2400 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2402 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2403 const struct GlPixelFormatDesc *glDesc;
2404 const struct WineD3DAdapter *adapter;
2406 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2409 DeviceType, debug_d3ddevicetype(DeviceType),
2410 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2415 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2416 return WINED3DERR_INVALIDCALL;
2419 /* TODO: handle Windowed, add more quality levels */
2421 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2422 if(pQualityLevels) *pQualityLevels = 1;
2426 /* By default multisampling is disabled right now as it causes issues
2427 * on some Nvidia driver versions and it doesn't work well in combination
2429 if(!wined3d_settings.allow_multisampling)
2430 return WINED3DERR_NOTAVAILABLE;
2432 adapter = &This->adapters[Adapter];
2433 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2434 if (!glDesc) return WINED3DERR_INVALIDCALL;
2436 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2438 const WineD3D_PixelFormat *cfgs;
2440 cfgs = adapter->cfgs;
2441 nCfgs = adapter->nCfgs;
2442 for(i=0; i<nCfgs; i++) {
2443 if(cfgs[i].numSamples != MultiSampleType)
2446 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2449 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2452 *pQualityLevels = 1; /* Guess at a value! */
2456 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2457 short redSize, greenSize, blueSize, alphaSize, colorBits;
2459 const WineD3D_PixelFormat *cfgs;
2461 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2463 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2464 return WINED3DERR_NOTAVAILABLE;
2467 cfgs = adapter->cfgs;
2468 nCfgs = adapter->nCfgs;
2469 for(i=0; i<nCfgs; i++) {
2470 if(cfgs[i].numSamples != MultiSampleType)
2472 if(cfgs[i].redSize != redSize)
2474 if(cfgs[i].greenSize != greenSize)
2476 if(cfgs[i].blueSize != blueSize)
2478 if(cfgs[i].alphaSize != alphaSize)
2481 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2484 *pQualityLevels = 1; /* Guess at a value! */
2488 return WINED3DERR_NOTAVAILABLE;
2491 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2492 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2494 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2495 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2498 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2501 DeviceType, debug_d3ddevicetype(DeviceType),
2502 DisplayFormat, debug_d3dformat(DisplayFormat),
2503 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2506 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2507 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2508 return WINED3DERR_INVALIDCALL;
2511 /* The task of this function is to check whether a certain display / backbuffer format
2512 * combination is available on the given adapter. In fullscreen mode microsoft specified
2513 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2514 * and display format should match exactly.
2515 * In windowed mode format conversion can occur and this depends on the driver. When format
2516 * conversion is done, this function should nevertheless fail and applications need to use
2517 * CheckDeviceFormatConversion.
2518 * At the moment we assume that fullscreen and windowed have the same capabilities */
2520 /* There are only 4 display formats */
2521 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2522 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2523 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2524 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2526 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2527 return WINED3DERR_NOTAVAILABLE;
2530 /* If the requested DisplayFormat is not available, don't continue */
2531 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2533 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2534 return WINED3DERR_NOTAVAILABLE;
2537 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2538 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2539 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2540 return WINED3DERR_NOTAVAILABLE;
2543 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2544 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2545 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2546 return WINED3DERR_NOTAVAILABLE;
2549 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2550 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2551 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2552 return WINED3DERR_NOTAVAILABLE;
2555 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2556 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2557 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2558 return WINED3DERR_NOTAVAILABLE;
2561 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2562 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2563 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2564 return WINED3DERR_NOTAVAILABLE;
2567 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2568 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2570 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2576 /* Check if we support bumpmapping for a format */
2577 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2578 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2580 const struct fragment_pipeline *fp;
2582 switch(format_desc->format)
2584 case WINED3DFMT_R8G8_SNORM:
2585 case WINED3DFMT_R16G16_SNORM:
2586 case WINED3DFMT_L6V5U5:
2587 case WINED3DFMT_X8L8V8U8:
2588 case WINED3DFMT_R8G8B8A8_SNORM:
2589 /* Ask the fixed function pipeline implementation if it can deal
2590 * with the conversion. If we've got a GL extension giving native
2591 * support this will be an identity conversion. */
2592 fp = select_fragment_implementation(adapter, DeviceType);
2593 if (fp->color_fixup_supported(format_desc->color_fixup))
2595 TRACE_(d3d_caps)("[OK]\n");
2598 TRACE_(d3d_caps)("[FAILED]\n");
2602 TRACE_(d3d_caps)("[FAILED]\n");
2607 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2608 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2609 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2613 /* Only allow depth/stencil formats */
2614 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2616 /* Walk through all WGL pixel formats to find a match */
2617 for (it = 0; it < adapter->nCfgs; ++it)
2619 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2620 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2622 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2632 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2634 /* The flags entry of a format contains the filtering capability */
2635 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2640 /* Check the render target capabilities of a format */
2641 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2642 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2644 /* Filter out non-RT formats */
2645 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2647 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2648 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2650 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2651 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2653 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2654 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2656 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2657 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2658 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2659 TRACE_(d3d_caps)("[FAILED]\n");
2663 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2664 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2665 for (it = 0; it < adapter->nCfgs; ++it)
2667 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2668 &cfgs[it], check_format_desc))
2670 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2671 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2675 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2676 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2677 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2680 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2681 for (it = 0; it < adapter->nCfgs; ++it)
2683 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2684 &cfgs[it], check_format_desc))
2686 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2687 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2691 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2692 /* For now return TRUE for FBOs until we have some proper checks.
2693 * Note that this function will only be called when the format is around for texturing. */
2699 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2701 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2703 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2704 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2705 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2709 switch (format_desc->format)
2711 case WINED3DFMT_A8R8G8B8:
2712 case WINED3DFMT_X8R8G8B8:
2713 case WINED3DFMT_A4R4G4B4:
2715 case WINED3DFMT_A8L8:
2716 case WINED3DFMT_DXT1:
2717 case WINED3DFMT_DXT2:
2718 case WINED3DFMT_DXT3:
2719 case WINED3DFMT_DXT4:
2720 case WINED3DFMT_DXT5:
2721 TRACE_(d3d_caps)("[OK]\n");
2725 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2731 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2732 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2734 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2735 * doing the color fixup in shaders.
2736 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2737 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2739 int vs_selected_mode;
2740 int ps_selected_mode;
2741 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2743 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2744 TRACE_(d3d_caps)("[OK]\n");
2749 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2753 /* Check if a format support blending in combination with pixel shaders */
2754 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2755 const struct GlPixelFormatDesc *format_desc)
2757 /* The flags entry of a format contains the post pixel shader blending capability */
2758 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2763 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2765 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2766 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2767 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2768 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2769 * capability anyway.
2771 * For now lets report this on all formats, but in the future we may want to
2772 * restrict it to some should games need that
2777 /* Check if a texture format is supported on the given adapter */
2778 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2779 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2781 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2782 const shader_backend_t *shader_backend;
2783 const struct fragment_pipeline *fp;
2785 switch (format_desc->format)
2788 * supported: RGB(A) formats
2790 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2791 case WINED3DFMT_A8R8G8B8:
2792 case WINED3DFMT_X8R8G8B8:
2793 case WINED3DFMT_R5G6B5:
2794 case WINED3DFMT_X1R5G5B5:
2795 case WINED3DFMT_A1R5G5B5:
2796 case WINED3DFMT_A4R4G4B4:
2797 case WINED3DFMT_A8_UNORM:
2798 case WINED3DFMT_X4R4G4B4:
2799 case WINED3DFMT_R8G8B8A8_UNORM:
2800 case WINED3DFMT_X8B8G8R8:
2801 case WINED3DFMT_A2R10G10B10:
2802 case WINED3DFMT_R10G10B10A2_UNORM:
2803 case WINED3DFMT_R16G16_UNORM:
2804 TRACE_(d3d_caps)("[OK]\n");
2807 case WINED3DFMT_R3G3B2:
2808 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2812 * supported: Palettized
2815 TRACE_(d3d_caps)("[OK]\n");
2817 /* No Windows driver offers A8P8, so don't offer it either */
2818 case WINED3DFMT_A8P8:
2822 * Supported: (Alpha)-Luminance
2825 case WINED3DFMT_A8L8:
2826 case WINED3DFMT_L16:
2827 TRACE_(d3d_caps)("[OK]\n");
2830 /* Not supported on Windows, thus disabled */
2831 case WINED3DFMT_A4L4:
2832 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2836 * Supported: Depth/Stencil formats
2838 case WINED3DFMT_D16_LOCKABLE:
2839 case WINED3DFMT_D16_UNORM:
2840 case WINED3DFMT_D15S1:
2841 case WINED3DFMT_D24X8:
2842 case WINED3DFMT_D24X4S4:
2843 case WINED3DFMT_D24S8:
2844 case WINED3DFMT_D24FS8:
2845 case WINED3DFMT_D32:
2846 case WINED3DFMT_D32F_LOCKABLE:
2850 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2851 * GL_NV_texture_shader). Emulated by shaders
2853 case WINED3DFMT_R8G8_SNORM:
2854 case WINED3DFMT_X8L8V8U8:
2855 case WINED3DFMT_L6V5U5:
2856 case WINED3DFMT_R8G8B8A8_SNORM:
2857 case WINED3DFMT_R16G16_SNORM:
2858 /* Ask the shader backend if it can deal with the conversion. If
2859 * we've got a GL extension giving native support this will be an
2860 * identity conversion. */
2861 shader_backend = select_shader_backend(adapter, DeviceType);
2862 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2864 TRACE_(d3d_caps)("[OK]\n");
2867 TRACE_(d3d_caps)("[FAILED]\n");
2870 case WINED3DFMT_DXT1:
2871 case WINED3DFMT_DXT2:
2872 case WINED3DFMT_DXT3:
2873 case WINED3DFMT_DXT4:
2874 case WINED3DFMT_DXT5:
2875 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2876 TRACE_(d3d_caps)("[OK]\n");
2879 TRACE_(d3d_caps)("[FAILED]\n");
2884 * Odd formats - not supported
2886 case WINED3DFMT_VERTEXDATA:
2887 case WINED3DFMT_R16_UINT:
2888 case WINED3DFMT_R32_UINT:
2889 case WINED3DFMT_R16G16B16A16_SNORM:
2890 case WINED3DFMT_A2W10V10U10:
2891 case WINED3DFMT_W11V11U10:
2892 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2896 * WINED3DFMT_CxV8U8: Not supported right now
2898 case WINED3DFMT_CxV8U8:
2899 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2903 case WINED3DFMT_UYVY:
2904 case WINED3DFMT_YUY2:
2905 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2906 TRACE_(d3d_caps)("[OK]\n");
2909 TRACE_(d3d_caps)("[FAILED]\n");
2911 case WINED3DFMT_YV12:
2912 TRACE_(d3d_caps)("[FAILED]\n");
2916 case WINED3DFMT_R16G16B16A16_UNORM:
2917 case WINED3DFMT_A8R3G3B2:
2918 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2921 /* Floating point formats */
2922 case WINED3DFMT_R16_FLOAT:
2923 case WINED3DFMT_R16G16_FLOAT:
2924 case WINED3DFMT_R16G16B16A16_FLOAT:
2925 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2926 TRACE_(d3d_caps)("[OK]\n");
2929 TRACE_(d3d_caps)("[FAILED]\n");
2932 case WINED3DFMT_R32_FLOAT:
2933 case WINED3DFMT_R32G32_FLOAT:
2934 case WINED3DFMT_R32G32B32A32_FLOAT:
2935 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2936 TRACE_(d3d_caps)("[OK]\n");
2939 TRACE_(d3d_caps)("[FAILED]\n");
2942 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2943 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2944 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2945 * We can do instancing with all shader versions, but we need vertex shaders.
2947 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2948 * to enable instancing. WineD3D doesn't need that and just ignores it.
2950 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2952 case WINEMAKEFOURCC('I','N','S','T'):
2953 TRACE("ATI Instancing check hack\n");
2954 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2955 TRACE_(d3d_caps)("[OK]\n");
2958 TRACE_(d3d_caps)("[FAILED]\n");
2961 /* Some weird FOURCC formats */
2962 case WINED3DFMT_R8G8_B8G8:
2963 case WINED3DFMT_G8R8_G8B8:
2964 case WINED3DFMT_MULTI2_ARGB8:
2965 TRACE_(d3d_caps)("[FAILED]\n");
2968 /* Vendor specific formats */
2969 case WINED3DFMT_ATI2N:
2970 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2971 shader_backend = select_shader_backend(adapter, DeviceType);
2972 fp = select_fragment_implementation(adapter, DeviceType);
2973 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2974 && fp->color_fixup_supported(format_desc->color_fixup))
2976 TRACE_(d3d_caps)("[OK]\n");
2980 TRACE_(d3d_caps)("[OK]\n");
2983 TRACE_(d3d_caps)("[FAILED]\n");
2986 case WINED3DFMT_NVHU:
2987 case WINED3DFMT_NVHS:
2988 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2989 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2990 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2991 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2992 * Applications have to deal with not having NVHS and NVHU.
2994 TRACE_(d3d_caps)("[FAILED]\n");
2997 case WINED3DFMT_UNKNOWN:
3001 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3007 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3008 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3010 const struct blit_shader *blitter;
3012 if(SurfaceType == SURFACE_GDI) {
3013 switch(check_format_desc->format)
3015 case WINED3DFMT_R8G8B8:
3016 case WINED3DFMT_A8R8G8B8:
3017 case WINED3DFMT_X8R8G8B8:
3018 case WINED3DFMT_R5G6B5:
3019 case WINED3DFMT_X1R5G5B5:
3020 case WINED3DFMT_A1R5G5B5:
3021 case WINED3DFMT_A4R4G4B4:
3022 case WINED3DFMT_R3G3B2:
3023 case WINED3DFMT_A8_UNORM:
3024 case WINED3DFMT_A8R3G3B2:
3025 case WINED3DFMT_X4R4G4B4:
3026 case WINED3DFMT_R10G10B10A2_UNORM:
3027 case WINED3DFMT_R8G8B8A8_UNORM:
3028 case WINED3DFMT_X8B8G8R8:
3029 case WINED3DFMT_R16G16_UNORM:
3030 case WINED3DFMT_A2R10G10B10:
3031 case WINED3DFMT_R16G16B16A16_UNORM:
3033 TRACE_(d3d_caps)("[OK]\n");
3036 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3041 /* All format that are supported for textures are supported for surfaces as well */
3042 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3043 /* All depth stencil formats are supported on surfaces */
3044 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3046 /* If opengl can't process the format natively, the blitter may be able to convert it */
3047 blitter = select_blit_implementation(adapter, DeviceType);
3048 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3050 TRACE_(d3d_caps)("[OK]\n");
3054 /* Reject other formats */
3055 TRACE_(d3d_caps)("[FAILED]\n");
3059 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3061 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3063 if (!GL_LIMITS(vertex_samplers)) {
3064 TRACE_(d3d_caps)("[FAILED]\n");
3068 switch (format_desc->format)
3070 case WINED3DFMT_R32G32B32A32_FLOAT:
3071 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3072 TRACE_(d3d_caps)("[FAILED]\n");
3075 TRACE_(d3d_caps)("[OK]\n");
3079 TRACE_(d3d_caps)("[FAILED]\n");
3085 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3086 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3087 WINED3DSURFTYPE SurfaceType) {
3088 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3089 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3090 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3091 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3092 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3093 DWORD UsageCaps = 0;
3095 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3098 DeviceType, debug_d3ddevicetype(DeviceType),
3099 AdapterFormat, debug_d3dformat(AdapterFormat),
3100 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3101 RType, debug_d3dresourcetype(RType),
3102 CheckFormat, debug_d3dformat(CheckFormat));
3104 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3105 return WINED3DERR_INVALIDCALL;
3108 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3110 if(SurfaceType != SURFACE_OPENGL) {
3111 TRACE("[FAILED]\n");
3112 return WINED3DERR_NOTAVAILABLE;
3115 /* Cubetexture allows:
3116 * - D3DUSAGE_AUTOGENMIPMAP
3117 * - D3DUSAGE_DEPTHSTENCIL
3118 * - D3DUSAGE_DYNAMIC
3119 * - D3DUSAGE_NONSECURE (d3d9ex)
3120 * - D3DUSAGE_RENDERTARGET
3121 * - D3DUSAGE_SOFTWAREPROCESSING
3122 * - D3DUSAGE_QUERY_WRAPANDMIP
3124 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3125 /* Check if the texture format is around */
3126 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3128 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3129 /* Check for automatic mipmap generation support */
3130 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3131 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3133 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3134 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3138 /* Always report dynamic locking */
3139 if(Usage & WINED3DUSAGE_DYNAMIC)
3140 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3142 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3143 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3145 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3147 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3148 return WINED3DERR_NOTAVAILABLE;
3152 /* Always report software processing */
3153 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3154 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3156 /* Check QUERY_FILTER support */
3157 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3158 if (CheckFilterCapability(adapter, format_desc))
3160 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3162 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3163 return WINED3DERR_NOTAVAILABLE;
3167 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3168 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3169 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3171 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3173 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3174 return WINED3DERR_NOTAVAILABLE;
3178 /* Check QUERY_SRGBREAD support */
3179 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3180 if (CheckSrgbReadCapability(adapter, format_desc))
3182 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3184 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3185 return WINED3DERR_NOTAVAILABLE;
3189 /* Check QUERY_SRGBWRITE support */
3190 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3191 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3193 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3195 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3196 return WINED3DERR_NOTAVAILABLE;
3200 /* Check QUERY_VERTEXTEXTURE support */
3201 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3202 if (CheckVertexTextureCapability(adapter, format_desc))
3204 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3206 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3207 return WINED3DERR_NOTAVAILABLE;
3211 /* Check QUERY_WRAPANDMIP support */
3212 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3213 if (CheckWrapAndMipCapability(adapter, format_desc))
3215 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3217 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3218 return WINED3DERR_NOTAVAILABLE;
3222 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3223 return WINED3DERR_NOTAVAILABLE;
3226 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3227 return WINED3DERR_NOTAVAILABLE;
3229 } else if(RType == WINED3DRTYPE_SURFACE) {
3231 * - D3DUSAGE_DEPTHSTENCIL
3232 * - D3DUSAGE_NONSECURE (d3d9ex)
3233 * - D3DUSAGE_RENDERTARGET
3236 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3238 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3239 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3241 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3243 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3244 return WINED3DERR_NOTAVAILABLE;
3248 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3249 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3251 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3253 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3254 return WINED3DERR_NOTAVAILABLE;
3258 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3259 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3260 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3262 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3264 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3265 return WINED3DERR_NOTAVAILABLE;
3269 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3270 return WINED3DERR_NOTAVAILABLE;
3273 } else if(RType == WINED3DRTYPE_TEXTURE) {
3275 * - D3DUSAGE_AUTOGENMIPMAP
3276 * - D3DUSAGE_DEPTHSTENCIL
3278 * - D3DUSAGE_DYNAMIC
3279 * - D3DUSAGE_NONSECURE (d3d9ex)
3280 * - D3DUSAGE_RENDERTARGET
3281 * - D3DUSAGE_SOFTWAREPROCESSING
3282 * - D3DUSAGE_TEXTAPI (d3d9ex)
3283 * - D3DUSAGE_QUERY_WRAPANDMIP
3286 if(SurfaceType != SURFACE_OPENGL) {
3287 TRACE("[FAILED]\n");
3288 return WINED3DERR_NOTAVAILABLE;
3291 /* Check if the texture format is around */
3292 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3294 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3295 /* Check for automatic mipmap generation support */
3296 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3297 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3299 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3300 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3304 /* Always report dynamic locking */
3305 if(Usage & WINED3DUSAGE_DYNAMIC)
3306 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3308 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3309 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3311 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3313 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3314 return WINED3DERR_NOTAVAILABLE;
3318 /* Always report software processing */
3319 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3320 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3322 /* Check QUERY_FILTER support */
3323 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3324 if (CheckFilterCapability(adapter, format_desc))
3326 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3328 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3329 return WINED3DERR_NOTAVAILABLE;
3333 /* Check QUERY_LEGACYBUMPMAP support */
3334 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3335 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3337 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3339 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3340 return WINED3DERR_NOTAVAILABLE;
3344 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3345 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3346 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3348 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3350 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3351 return WINED3DERR_NOTAVAILABLE;
3355 /* Check QUERY_SRGBREAD support */
3356 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3357 if (CheckSrgbReadCapability(adapter, format_desc))
3359 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3361 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3362 return WINED3DERR_NOTAVAILABLE;
3366 /* Check QUERY_SRGBWRITE support */
3367 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3368 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3370 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3372 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3373 return WINED3DERR_NOTAVAILABLE;
3377 /* Check QUERY_VERTEXTEXTURE support */
3378 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3379 if (CheckVertexTextureCapability(adapter, format_desc))
3381 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3383 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3384 return WINED3DERR_NOTAVAILABLE;
3388 /* Check QUERY_WRAPANDMIP support */
3389 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3390 if (CheckWrapAndMipCapability(adapter, format_desc))
3392 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3394 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3395 return WINED3DERR_NOTAVAILABLE;
3399 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3400 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3402 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3404 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3405 return WINED3DERR_NOTAVAILABLE;
3409 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3410 return WINED3DERR_NOTAVAILABLE;
3412 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3413 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3414 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3416 * Volumetexture allows:
3417 * - D3DUSAGE_DYNAMIC
3418 * - D3DUSAGE_NONSECURE (d3d9ex)
3419 * - D3DUSAGE_SOFTWAREPROCESSING
3420 * - D3DUSAGE_QUERY_WRAPANDMIP
3423 if(SurfaceType != SURFACE_OPENGL) {
3424 TRACE("[FAILED]\n");
3425 return WINED3DERR_NOTAVAILABLE;
3428 /* Check volume texture and volume usage caps */
3429 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3430 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3432 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3433 return WINED3DERR_NOTAVAILABLE;
3436 /* Always report dynamic locking */
3437 if(Usage & WINED3DUSAGE_DYNAMIC)
3438 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3440 /* Always report software processing */
3441 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3442 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3444 /* Check QUERY_FILTER support */
3445 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3446 if (CheckFilterCapability(adapter, format_desc))
3448 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3450 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3451 return WINED3DERR_NOTAVAILABLE;
3455 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3456 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3457 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3459 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3461 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3462 return WINED3DERR_NOTAVAILABLE;
3466 /* Check QUERY_SRGBREAD support */
3467 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3468 if (CheckSrgbReadCapability(adapter, format_desc))
3470 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3472 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3473 return WINED3DERR_NOTAVAILABLE;
3477 /* Check QUERY_SRGBWRITE support */
3478 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3479 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3481 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3483 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3484 return WINED3DERR_NOTAVAILABLE;
3488 /* Check QUERY_VERTEXTEXTURE support */
3489 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3490 if (CheckVertexTextureCapability(adapter, format_desc))
3492 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3494 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3495 return WINED3DERR_NOTAVAILABLE;
3499 /* Check QUERY_WRAPANDMIP support */
3500 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3501 if (CheckWrapAndMipCapability(adapter, format_desc))
3503 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3505 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3506 return WINED3DERR_NOTAVAILABLE;
3510 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3511 return WINED3DERR_NOTAVAILABLE;
3514 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3515 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3516 * app needing one of those formats, don't advertize them to avoid leading apps into
3517 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3520 switch(CheckFormat) {
3522 case WINED3DFMT_A4L4:
3523 case WINED3DFMT_R32_FLOAT:
3524 case WINED3DFMT_R16_FLOAT:
3525 case WINED3DFMT_X8L8V8U8:
3526 case WINED3DFMT_L6V5U5:
3527 case WINED3DFMT_R16G16_UNORM:
3528 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3529 return WINED3DERR_NOTAVAILABLE;
3531 case WINED3DFMT_R8G8B8A8_SNORM:
3532 case WINED3DFMT_R16G16_SNORM:
3533 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3534 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3535 return WINED3DERR_NOTAVAILABLE;
3539 case WINED3DFMT_R8G8_SNORM:
3540 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3541 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3542 return WINED3DERR_NOTAVAILABLE;
3546 case WINED3DFMT_DXT1:
3547 case WINED3DFMT_DXT2:
3548 case WINED3DFMT_DXT3:
3549 case WINED3DFMT_DXT4:
3550 case WINED3DFMT_DXT5:
3551 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3552 * compressed texture results in an error. While the D3D refrast does
3553 * support s3tc volumes, at least the nvidia windows driver does not, so
3554 * we're free not to support this format.
3556 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3557 return WINED3DERR_NOTAVAILABLE;
3560 /* Do nothing, continue with checking the format below */
3563 } else if(RType == WINED3DRTYPE_BUFFER){
3564 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3565 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3566 return WINED3DERR_NOTAVAILABLE;
3569 /* This format is nothing special and it is supported perfectly.
3570 * However, ati and nvidia driver on windows do not mark this format as
3571 * supported (tested with the dxCapsViewer) and pretending to
3572 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3573 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3574 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3576 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3577 TRACE_(d3d_caps)("[FAILED]\n");
3578 return WINED3DERR_NOTAVAILABLE;
3581 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3582 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3583 * usage flags match. */
3584 if(UsageCaps == Usage) {
3586 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3587 return WINED3DOK_NOAUTOGEN;
3589 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);
3590 return WINED3DERR_NOTAVAILABLE;
3594 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3595 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3596 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3598 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3601 DeviceType, debug_d3ddevicetype(DeviceType),
3602 SourceFormat, debug_d3dformat(SourceFormat),
3603 TargetFormat, debug_d3dformat(TargetFormat));
3607 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3609 const shader_backend_t *ret;
3610 int vs_selected_mode;
3611 int ps_selected_mode;
3613 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3614 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3615 ret = &glsl_shader_backend;
3616 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3617 ret = &arb_program_shader_backend;
3619 ret = &none_shader_backend;
3624 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3625 WINED3DDEVTYPE DeviceType)
3627 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3628 int vs_selected_mode;
3629 int ps_selected_mode;
3631 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3632 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3633 return &arbfp_fragment_pipeline;
3634 } else if(ps_selected_mode == SHADER_ATI) {
3635 return &atifs_fragment_pipeline;
3636 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3637 return &nvts_fragment_pipeline;
3638 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3639 return &nvrc_fragment_pipeline;
3641 return &ffp_fragment_pipeline;
3645 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3647 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3648 int vs_selected_mode;
3649 int ps_selected_mode;
3651 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3652 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3659 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3660 subset of a D3DCAPS9 structure. However, it has to come via a void *
3661 as the d3d8 interface cannot import the d3d9 header */
3662 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3664 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3665 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3666 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3667 int vs_selected_mode;
3668 int ps_selected_mode;
3669 struct shader_caps shader_caps;
3670 struct fragment_caps fragment_caps;
3671 const shader_backend_t *shader_backend;
3672 const struct fragment_pipeline *frag_pipeline = NULL;
3673 DWORD ckey_caps, blit_caps, fx_caps;
3675 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3677 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3678 return WINED3DERR_INVALIDCALL;
3681 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3683 /* This function should *not* be modifying GL caps
3684 * TODO: move the functionality where it belongs */
3685 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3687 /* ------------------------------------------------
3688 The following fields apply to both d3d8 and d3d9
3689 ------------------------------------------------ */
3690 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3691 pCaps->AdapterOrdinal = Adapter;
3694 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3695 WINED3DCAPS2_FULLSCREENGAMMA |
3696 WINED3DCAPS2_DYNAMICTEXTURES;
3697 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3698 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3701 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3702 WINED3DCAPS3_COPY_TO_VIDMEM |
3703 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3705 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3706 WINED3DPRESENT_INTERVAL_ONE;
3708 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3709 WINED3DCURSORCAPS_LOWRES;
3711 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3712 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3713 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3714 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3715 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3716 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3717 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3718 WINED3DDEVCAPS_PUREDEVICE |
3719 WINED3DDEVCAPS_HWRASTERIZATION |
3720 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3721 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3722 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3723 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3724 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3725 WINED3DDEVCAPS_RTPATCHES;
3727 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3728 WINED3DPMISCCAPS_CULLCCW |
3729 WINED3DPMISCCAPS_CULLCW |
3730 WINED3DPMISCCAPS_COLORWRITEENABLE |
3731 WINED3DPMISCCAPS_CLIPTLVERTS |
3732 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3733 WINED3DPMISCCAPS_MASKZ |
3734 WINED3DPMISCCAPS_BLENDOP |
3735 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3737 WINED3DPMISCCAPS_NULLREFERENCE
3738 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3739 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3740 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3741 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3743 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3744 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3746 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3747 WINED3DPRASTERCAPS_PAT |
3748 WINED3DPRASTERCAPS_WFOG |
3749 WINED3DPRASTERCAPS_ZFOG |
3750 WINED3DPRASTERCAPS_FOGVERTEX |
3751 WINED3DPRASTERCAPS_FOGTABLE |
3752 WINED3DPRASTERCAPS_STIPPLE |
3753 WINED3DPRASTERCAPS_SUBPIXEL |
3754 WINED3DPRASTERCAPS_ZTEST |
3755 WINED3DPRASTERCAPS_SCISSORTEST |
3756 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3757 WINED3DPRASTERCAPS_DEPTHBIAS;
3759 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3760 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3761 WINED3DPRASTERCAPS_ZBIAS |
3762 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3764 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3765 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3768 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3769 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3770 WINED3DPRASTERCAPS_ANTIALIASEDGES
3771 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3772 WINED3DPRASTERCAPS_WBUFFER */
3774 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3775 WINED3DPCMPCAPS_EQUAL |
3776 WINED3DPCMPCAPS_GREATER |
3777 WINED3DPCMPCAPS_GREATEREQUAL |
3778 WINED3DPCMPCAPS_LESS |
3779 WINED3DPCMPCAPS_LESSEQUAL |
3780 WINED3DPCMPCAPS_NEVER |
3781 WINED3DPCMPCAPS_NOTEQUAL;
3783 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3784 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3785 WINED3DPBLENDCAPS_DESTALPHA |
3786 WINED3DPBLENDCAPS_DESTCOLOR |
3787 WINED3DPBLENDCAPS_INVDESTALPHA |
3788 WINED3DPBLENDCAPS_INVDESTCOLOR |
3789 WINED3DPBLENDCAPS_INVSRCALPHA |
3790 WINED3DPBLENDCAPS_INVSRCCOLOR |
3791 WINED3DPBLENDCAPS_ONE |
3792 WINED3DPBLENDCAPS_SRCALPHA |
3793 WINED3DPBLENDCAPS_SRCALPHASAT |
3794 WINED3DPBLENDCAPS_SRCCOLOR |
3795 WINED3DPBLENDCAPS_ZERO;
3797 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3798 WINED3DPBLENDCAPS_DESTCOLOR |
3799 WINED3DPBLENDCAPS_INVDESTALPHA |
3800 WINED3DPBLENDCAPS_INVDESTCOLOR |
3801 WINED3DPBLENDCAPS_INVSRCALPHA |
3802 WINED3DPBLENDCAPS_INVSRCCOLOR |
3803 WINED3DPBLENDCAPS_ONE |
3804 WINED3DPBLENDCAPS_SRCALPHA |
3805 WINED3DPBLENDCAPS_SRCCOLOR |
3806 WINED3DPBLENDCAPS_ZERO;
3807 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3808 * according to the glBlendFunc manpage
3810 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3811 * legacy settings for srcblend only
3814 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3815 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3816 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3820 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3821 WINED3DPCMPCAPS_EQUAL |
3822 WINED3DPCMPCAPS_GREATER |
3823 WINED3DPCMPCAPS_GREATEREQUAL |
3824 WINED3DPCMPCAPS_LESS |
3825 WINED3DPCMPCAPS_LESSEQUAL |
3826 WINED3DPCMPCAPS_NEVER |
3827 WINED3DPCMPCAPS_NOTEQUAL;
3829 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3830 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3831 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3832 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3833 WINED3DPSHADECAPS_COLORFLATRGB |
3834 WINED3DPSHADECAPS_FOGFLAT |
3835 WINED3DPSHADECAPS_FOGGOURAUD |
3836 WINED3DPSHADECAPS_SPECULARFLATRGB;
3838 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3839 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3840 WINED3DPTEXTURECAPS_TRANSPARENCY |
3841 WINED3DPTEXTURECAPS_BORDER |
3842 WINED3DPTEXTURECAPS_MIPMAP |
3843 WINED3DPTEXTURECAPS_PROJECTED |
3844 WINED3DPTEXTURECAPS_PERSPECTIVE;
3846 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3847 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3848 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3851 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3852 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3853 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3854 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3857 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3858 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3859 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3860 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3864 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3865 WINED3DPTFILTERCAPS_MAGFPOINT |
3866 WINED3DPTFILTERCAPS_MINFLINEAR |
3867 WINED3DPTFILTERCAPS_MINFPOINT |
3868 WINED3DPTFILTERCAPS_MIPFLINEAR |
3869 WINED3DPTFILTERCAPS_MIPFPOINT |
3870 WINED3DPTFILTERCAPS_LINEAR |
3871 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3872 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3873 WINED3DPTFILTERCAPS_MIPLINEAR |
3874 WINED3DPTFILTERCAPS_MIPNEAREST |
3875 WINED3DPTFILTERCAPS_NEAREST;
3877 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3878 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3879 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3882 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3883 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3884 WINED3DPTFILTERCAPS_MAGFPOINT |
3885 WINED3DPTFILTERCAPS_MINFLINEAR |
3886 WINED3DPTFILTERCAPS_MINFPOINT |
3887 WINED3DPTFILTERCAPS_MIPFLINEAR |
3888 WINED3DPTFILTERCAPS_MIPFPOINT |
3889 WINED3DPTFILTERCAPS_LINEAR |
3890 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3891 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3892 WINED3DPTFILTERCAPS_MIPLINEAR |
3893 WINED3DPTFILTERCAPS_MIPNEAREST |
3894 WINED3DPTFILTERCAPS_NEAREST;
3896 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3897 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3898 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3901 pCaps->CubeTextureFilterCaps = 0;
3903 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3904 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3905 WINED3DPTFILTERCAPS_MAGFPOINT |
3906 WINED3DPTFILTERCAPS_MINFLINEAR |
3907 WINED3DPTFILTERCAPS_MINFPOINT |
3908 WINED3DPTFILTERCAPS_MIPFLINEAR |
3909 WINED3DPTFILTERCAPS_MIPFPOINT |
3910 WINED3DPTFILTERCAPS_LINEAR |
3911 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3912 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3913 WINED3DPTFILTERCAPS_MIPLINEAR |
3914 WINED3DPTFILTERCAPS_MIPNEAREST |
3915 WINED3DPTFILTERCAPS_NEAREST;
3917 pCaps->VolumeTextureFilterCaps = 0;
3919 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3920 WINED3DPTADDRESSCAPS_CLAMP |
3921 WINED3DPTADDRESSCAPS_WRAP;
3923 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3924 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3926 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3927 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3929 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3930 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3933 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3934 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3935 WINED3DPTADDRESSCAPS_CLAMP |
3936 WINED3DPTADDRESSCAPS_WRAP;
3937 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3938 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3940 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3941 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3943 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3944 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3947 pCaps->VolumeTextureAddressCaps = 0;
3949 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3950 WINED3DLINECAPS_ZTEST |
3951 WINED3DLINECAPS_BLEND |
3952 WINED3DLINECAPS_ALPHACMP |
3953 WINED3DLINECAPS_FOG;
3954 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3955 * idea how generating the smoothing alpha values works; the result is different
3958 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3959 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3961 if(GL_SUPPORT(EXT_TEXTURE3D))
3962 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3964 pCaps->MaxVolumeExtent = 0;
3966 pCaps->MaxTextureRepeat = 32768;
3967 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3968 pCaps->MaxVertexW = 1.0f;
3970 pCaps->GuardBandLeft = 0.0f;
3971 pCaps->GuardBandTop = 0.0f;
3972 pCaps->GuardBandRight = 0.0f;
3973 pCaps->GuardBandBottom = 0.0f;
3975 pCaps->ExtentsAdjust = 0.0f;
3977 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3978 WINED3DSTENCILCAPS_INCRSAT |
3979 WINED3DSTENCILCAPS_INVERT |
3980 WINED3DSTENCILCAPS_KEEP |
3981 WINED3DSTENCILCAPS_REPLACE |
3982 WINED3DSTENCILCAPS_ZERO;
3983 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3984 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3985 WINED3DSTENCILCAPS_INCR;
3987 if ( This->dxVersion > 8 &&
3988 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3989 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3990 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3993 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3995 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3996 pCaps->MaxActiveLights = GL_LIMITS(lights);
3998 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3999 pCaps->MaxVertexBlendMatrixIndex = 0;
4001 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4002 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4005 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4006 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4007 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4008 WINED3DVTXPCAPS_LOCALVIEWER |
4009 WINED3DVTXPCAPS_VERTEXFOG |
4010 WINED3DVTXPCAPS_TEXGEN;
4012 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4014 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4015 pCaps->MaxVertexIndex = 0xFFFFF;
4016 pCaps->MaxStreams = MAX_STREAMS;
4017 pCaps->MaxStreamStride = 1024;
4019 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4020 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4021 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4022 pCaps->MaxNpatchTessellationLevel = 0;
4023 pCaps->MasterAdapterOrdinal = 0;
4024 pCaps->AdapterOrdinalInGroup = 0;
4025 pCaps->NumberOfAdaptersInGroup = 1;
4027 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4029 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4030 WINED3DPTFILTERCAPS_MAGFPOINT |
4031 WINED3DPTFILTERCAPS_MINFLINEAR |
4032 WINED3DPTFILTERCAPS_MAGFLINEAR;
4033 pCaps->VertexTextureFilterCaps = 0;
4035 memset(&shader_caps, 0, sizeof(shader_caps));
4036 shader_backend = select_shader_backend(adapter, DeviceType);
4037 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4039 memset(&fragment_caps, 0, sizeof(fragment_caps));
4040 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4041 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4043 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4044 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4046 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4047 * Ignore shader model capabilities if disabled in config
4049 if(vs_selected_mode == SHADER_NONE) {
4050 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4051 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4052 pCaps->MaxVertexShaderConst = 0;
4054 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4055 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4058 if(ps_selected_mode == SHADER_NONE) {
4059 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4060 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4061 pCaps->PixelShader1xMaxValue = 0.0f;
4063 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4064 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4067 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4068 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4069 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4071 pCaps->VS20Caps = shader_caps.VS20Caps;
4072 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4073 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4074 pCaps->PS20Caps = shader_caps.PS20Caps;
4075 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4076 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4078 /* The following caps are shader specific, but they are things we cannot detect, or which
4079 * are the same among all shader models. So to avoid code duplication set the shader version
4080 * specific, but otherwise constant caps here
4082 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4083 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4084 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4085 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4086 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4087 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4088 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4090 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4091 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4092 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4093 pCaps->VS20Caps.Caps = 0;
4094 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4095 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4096 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4098 pCaps->MaxVShaderInstructionsExecuted = 65535;
4099 pCaps->MaxVertexShader30InstructionSlots = 0;
4100 } else { /* VS 1.x */
4101 pCaps->VS20Caps.Caps = 0;
4102 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4103 pCaps->VS20Caps.NumTemps = 0;
4104 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4106 pCaps->MaxVShaderInstructionsExecuted = 0;
4107 pCaps->MaxVertexShader30InstructionSlots = 0;
4110 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4111 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4112 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4114 /* 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 */
4115 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4116 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4117 WINED3DPS20CAPS_PREDICATION |
4118 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4119 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4120 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4121 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4122 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4123 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4125 pCaps->MaxPShaderInstructionsExecuted = 65535;
4126 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4127 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4128 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4129 pCaps->PS20Caps.Caps = 0;
4130 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4131 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4132 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4133 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4135 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4136 pCaps->MaxPixelShader30InstructionSlots = 0;
4137 } else { /* PS 1.x */
4138 pCaps->PS20Caps.Caps = 0;
4139 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4140 pCaps->PS20Caps.NumTemps = 0;
4141 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4142 pCaps->PS20Caps.NumInstructionSlots = 0;
4144 pCaps->MaxPShaderInstructionsExecuted = 0;
4145 pCaps->MaxPixelShader30InstructionSlots = 0;
4148 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4149 /* OpenGL supports all the formats below, perhaps not always
4150 * without conversion, but it supports them.
4151 * Further GLSL doesn't seem to have an official unsigned type so
4152 * don't advertise it yet as I'm not sure how we handle it.
4153 * We might need to add some clamping in the shader engine to
4155 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4156 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4157 WINED3DDTCAPS_UBYTE4N |
4158 WINED3DDTCAPS_SHORT2N |
4159 WINED3DDTCAPS_SHORT4N;
4160 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4161 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4162 WINED3DDTCAPS_FLOAT16_4;
4165 pCaps->DeclTypes = 0;
4167 /* Set DirectDraw helper Caps */
4168 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4169 WINEDDCKEYCAPS_SRCBLT;
4170 fx_caps = WINEDDFXCAPS_BLTALPHA |
4171 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4172 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4173 WINEDDFXCAPS_BLTROTATION90 |
4174 WINEDDFXCAPS_BLTSHRINKX |
4175 WINEDDFXCAPS_BLTSHRINKXN |
4176 WINEDDFXCAPS_BLTSHRINKY |
4177 WINEDDFXCAPS_BLTSHRINKXN |
4178 WINEDDFXCAPS_BLTSTRETCHX |
4179 WINEDDFXCAPS_BLTSTRETCHXN |
4180 WINEDDFXCAPS_BLTSTRETCHY |
4181 WINEDDFXCAPS_BLTSTRETCHYN;
4182 blit_caps = WINEDDCAPS_BLT |
4183 WINEDDCAPS_BLTCOLORFILL |
4184 WINEDDCAPS_BLTDEPTHFILL |
4185 WINEDDCAPS_BLTSTRETCH |
4186 WINEDDCAPS_CANBLTSYSMEM |
4187 WINEDDCAPS_CANCLIP |
4188 WINEDDCAPS_CANCLIPSTRETCHED |
4189 WINEDDCAPS_COLORKEY |
4190 WINEDDCAPS_COLORKEYHWASSIST |
4191 WINEDDCAPS_ALIGNBOUNDARYSRC;
4193 /* Fill the ddraw caps structure */
4194 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4195 WINEDDCAPS_PALETTE |
4197 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4198 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4199 WINEDDCAPS2_PRIMARYGAMMA |
4200 WINEDDCAPS2_WIDESURFACES |
4201 WINEDDCAPS2_CANRENDERWINDOWED;
4202 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4203 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4204 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4205 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4206 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4207 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4208 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4209 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4210 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4212 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4213 WINEDDSCAPS_BACKBUFFER |
4215 WINEDDSCAPS_FRONTBUFFER |
4216 WINEDDSCAPS_OFFSCREENPLAIN |
4217 WINEDDSCAPS_PALETTE |
4218 WINEDDSCAPS_PRIMARYSURFACE |
4219 WINEDDSCAPS_SYSTEMMEMORY |
4220 WINEDDSCAPS_VIDEOMEMORY |
4221 WINEDDSCAPS_VISIBLE;
4222 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4224 /* Set D3D caps if OpenGL is available. */
4225 if (adapter->opengl)
4227 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4228 WINEDDSCAPS_MIPMAP |
4229 WINEDDSCAPS_TEXTURE |
4230 WINEDDSCAPS_ZBUFFER;
4231 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4237 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4238 and fields being inserted in the middle, a new structure is used in place */
4239 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4240 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4241 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4243 IWineD3DDeviceImpl *object = NULL;
4244 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4245 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4246 WINED3DDISPLAYMODE mode;
4247 const struct fragment_pipeline *frag_pipeline = NULL;
4249 struct fragment_caps ffp_caps;
4250 struct shader_caps shader_caps;
4253 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4254 * number and create a device without a 3D adapter for 2D only operation.
4256 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4257 return WINED3DERR_INVALIDCALL;
4260 /* Create a WineD3DDevice object */
4261 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4262 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4263 TRACE("Created WineD3DDevice object @ %p\n", object);
4264 if (NULL == object) {
4265 return WINED3DERR_OUTOFVIDEOMEMORY;
4268 /* Set up initial COM information */
4269 object->lpVtbl = &IWineD3DDevice_Vtbl;
4271 object->wineD3D = iface;
4272 object->adapter = This->adapter_count ? adapter : NULL;
4273 IWineD3D_AddRef(object->wineD3D);
4274 object->parent = parent;
4275 object->device_parent = device_parent;
4276 list_init(&object->resources);
4277 list_init(&object->shaders);
4279 if(This->dxVersion == 7) {
4280 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4282 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4284 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4286 /* Set the state up as invalid until the device is fully created */
4287 object->state = WINED3DERR_DRIVERINTERNALERROR;
4289 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4290 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4292 /* Save the creation parameters */
4293 object->createParms.AdapterOrdinal = Adapter;
4294 object->createParms.DeviceType = DeviceType;
4295 object->createParms.hFocusWindow = hFocusWindow;
4296 object->createParms.BehaviorFlags = BehaviourFlags;
4298 /* Initialize other useful values */
4299 object->adapterNo = Adapter;
4300 object->devType = DeviceType;
4302 select_shader_mode(&adapter->gl_info, DeviceType,
4303 &object->ps_selected_mode, &object->vs_selected_mode);
4304 object->shader_backend = select_shader_backend(adapter, DeviceType);
4306 memset(&shader_caps, 0, sizeof(shader_caps));
4307 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4308 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4309 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4310 object->vs_clipping = shader_caps.VSClipping;
4312 memset(&ffp_caps, 0, sizeof(ffp_caps));
4313 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4314 object->frag_pipe = frag_pipeline;
4315 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4316 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4317 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4318 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4319 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4322 IWineD3D_Release(object->wineD3D);
4323 HeapFree(GetProcessHeap(), 0, object);
4328 object->blitter = select_blit_implementation(adapter, DeviceType);
4330 /* set the state of the device to valid */
4331 object->state = WINED3D_OK;
4333 /* Get the initial screen setup for ddraw */
4334 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4336 object->ddraw_width = mode.Width;
4337 object->ddraw_height = mode.Height;
4338 object->ddraw_format = mode.Format;
4340 for(i = 0; i < PATCHMAP_SIZE; i++) {
4341 list_init(&object->patches[i]);
4344 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4349 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4351 IUnknown_AddRef(This->parent);
4352 *pParent = This->parent;
4356 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4357 IUnknown* surfaceParent;
4358 TRACE("(%p) call back\n", pSurface);
4360 /* Now, release the parent, which will take care of cleaning up the surface for us */
4361 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4362 IUnknown_Release(surfaceParent);
4363 return IUnknown_Release(surfaceParent);
4366 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4367 IUnknown* volumeParent;
4368 TRACE("(%p) call back\n", pVolume);
4370 /* Now, release the parent, which will take care of cleaning up the volume for us */
4371 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4372 IUnknown_Release(volumeParent);
4373 return IUnknown_Release(volumeParent);
4376 static void WINE_GLAPI invalid_func(const void *data)
4378 ERR("Invalid vertex attribute function called\n");
4382 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4384 ERR("Invalid texcoord function called\n");
4388 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4389 * the extension detection and are used in drawStridedSlow
4391 static void WINE_GLAPI position_d3dcolor(const void *data)
4393 DWORD pos = *((const DWORD *)data);
4395 FIXME("Add a test for fixed function position from d3dcolor type\n");
4396 glVertex4s(D3DCOLOR_B_R(pos),
4402 static void WINE_GLAPI position_float4(const void *data)
4404 const GLfloat *pos = data;
4406 if (pos[3] != 0.0f && pos[3] != 1.0f)
4408 float w = 1.0f / pos[3];
4410 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4418 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4420 DWORD diffuseColor = *((const DWORD *)data);
4422 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4423 D3DCOLOR_B_G(diffuseColor),
4424 D3DCOLOR_B_B(diffuseColor),
4425 D3DCOLOR_B_A(diffuseColor));
4428 static void WINE_GLAPI specular_d3dcolor(const void *data)
4430 DWORD specularColor = *((const DWORD *)data);
4431 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4432 D3DCOLOR_B_G(specularColor),
4433 D3DCOLOR_B_B(specularColor)};
4435 specular_func_3ubv(d);
4438 static void WINE_GLAPI warn_no_specular_func(const void *data)
4440 WARN("GL_EXT_secondary_color not supported\n");
4443 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4445 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4446 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4447 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4448 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4449 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4450 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4451 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4452 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4453 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4454 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4455 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4456 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4457 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4458 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4459 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4460 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4461 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4463 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4464 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4465 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4466 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4467 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4468 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4469 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4470 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4471 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4472 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4473 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4474 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4475 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4476 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4477 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4478 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4479 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4481 /* No 4 component entry points here */
4482 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4483 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4484 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4485 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4487 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4489 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4490 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4491 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4492 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4494 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4496 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4497 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4498 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4499 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4500 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4501 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4502 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4503 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4504 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4505 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4506 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4507 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4509 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4510 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4512 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4513 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4514 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4515 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4516 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4517 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4518 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4519 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4520 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4521 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4522 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4523 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4524 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4525 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4526 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4527 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4528 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4530 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4531 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4532 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4533 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4534 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4535 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4536 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4537 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4538 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4539 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4540 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4541 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4542 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4543 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4544 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4545 if (GL_SUPPORT(NV_HALF_FLOAT))
4547 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4548 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4549 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4551 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4552 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4556 BOOL InitAdapters(IWineD3DImpl *This)
4558 static HMODULE mod_gl;
4560 int ps_selected_mode, vs_selected_mode;
4562 /* No need to hold any lock. The calling library makes sure only one thread calls
4563 * wined3d simultaneously
4566 TRACE("Initializing adapters\n");
4569 #ifdef USE_WIN32_OPENGL
4570 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4571 mod_gl = LoadLibraryA("opengl32.dll");
4573 ERR("Can't load opengl32.dll!\n");
4577 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4578 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4579 mod_gl = GetModuleHandleA("gdi32.dll");
4583 /* Load WGL core functions from opengl32.dll */
4584 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4588 if(!pwglGetProcAddress) {
4589 ERR("Unable to load wglGetProcAddress!\n");
4593 /* Dynamically load all GL core functions */
4597 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4598 * otherwise because we have to use winex11.drv's override
4600 #ifdef USE_WIN32_OPENGL
4601 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4602 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4604 glFinish = (void*)pwglGetProcAddress("wglFinish");
4605 glFlush = (void*)pwglGetProcAddress("wglFlush");
4608 glEnableWINE = glEnable;
4609 glDisableWINE = glDisable;
4611 /* For now only one default adapter */
4613 struct WineD3DAdapter *adapter = &This->adapters[0];
4614 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4615 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4619 WineD3D_PixelFormat *cfgs;
4620 DISPLAY_DEVICEW DisplayDevice;
4623 TRACE("Initializing default adapter\n");
4625 adapter->monitorPoint.x = -1;
4626 adapter->monitorPoint.y = -1;
4628 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4630 ERR("Failed to get a gl context for default adapter\n");
4634 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4636 ERR("Failed to initialize gl caps for default adapter\n");
4637 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4640 ret = initPixelFormats(&adapter->gl_info);
4642 ERR("Failed to init gl formats\n");
4643 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4647 hdc = fake_gl_ctx.dc;
4649 adapter->driver = "Display";
4650 adapter->description = "Direct3D HAL";
4652 /* Use the VideoRamSize registry setting when set */
4653 if(wined3d_settings.emulated_textureram)
4654 adapter->TextureRam = wined3d_settings.emulated_textureram;
4656 adapter->TextureRam = adapter->gl_info.vidmem;
4657 adapter->UsedTextureRam = 0;
4658 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4660 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4661 DisplayDevice.cb = sizeof(DisplayDevice);
4662 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4663 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4664 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4666 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4673 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4674 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4676 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4677 cfgs = adapter->cfgs;
4678 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4679 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4680 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4681 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4682 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4683 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4684 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4685 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4686 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4687 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4689 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4691 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4696 /* Cache the pixel format */
4697 cfgs->iPixelFormat = iPixelFormat;
4698 cfgs->redSize = values[0];
4699 cfgs->greenSize = values[1];
4700 cfgs->blueSize = values[2];
4701 cfgs->alphaSize = values[3];
4702 cfgs->depthSize = values[4];
4703 cfgs->stencilSize = values[5];
4704 cfgs->windowDrawable = values[6];
4705 cfgs->iPixelType = values[7];
4706 cfgs->doubleBuffer = values[8];
4707 cfgs->auxBuffers = values[9];
4709 cfgs->pbufferDrawable = FALSE;
4710 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4711 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4712 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4714 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4715 cfgs->pbufferDrawable = value;
4718 cfgs->numSamples = 0;
4719 /* Check multisample support */
4720 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4721 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4723 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4724 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4725 * value[1] = number of multi sample buffers*/
4727 cfgs->numSamples = value[1];
4731 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4737 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4738 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4739 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4741 cfgs = adapter->cfgs;
4742 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4744 PIXELFORMATDESCRIPTOR ppfd;
4746 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4750 /* We only want HW acceleration using an OpenGL ICD driver.
4751 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4752 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4754 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4756 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4760 cfgs->iPixelFormat = iPixelFormat;
4761 cfgs->redSize = ppfd.cRedBits;
4762 cfgs->greenSize = ppfd.cGreenBits;
4763 cfgs->blueSize = ppfd.cBlueBits;
4764 cfgs->alphaSize = ppfd.cAlphaBits;
4765 cfgs->depthSize = ppfd.cDepthBits;
4766 cfgs->stencilSize = ppfd.cStencilBits;
4767 cfgs->pbufferDrawable = 0;
4768 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4769 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4770 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4771 cfgs->auxBuffers = ppfd.cAuxBuffers;
4772 cfgs->numSamples = 0;
4774 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4779 /* 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 */
4782 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4784 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4785 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4790 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4791 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4792 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4793 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4794 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4795 * driver is allowed to consume more bits EXCEPT for stencil bits.
4797 * Mark an adapter with this broken stencil behavior.
4799 adapter->brokenStencil = TRUE;
4800 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4802 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4803 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4804 adapter->brokenStencil = FALSE;
4809 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4811 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4812 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4813 fillGLAttribFuncs(&adapter->gl_info);
4814 adapter->opengl = TRUE;
4816 This->adapter_count = 1;
4817 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4822 /* Initialize an adapter for ddraw-only memory counting */
4823 memset(This->adapters, 0, sizeof(This->adapters));
4824 This->adapters[0].num = 0;
4825 This->adapters[0].opengl = FALSE;
4826 This->adapters[0].monitorPoint.x = -1;
4827 This->adapters[0].monitorPoint.y = -1;
4829 This->adapters[0].driver = "Display";
4830 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4831 if(wined3d_settings.emulated_textureram) {
4832 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4834 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4837 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4839 This->adapter_count = 1;
4843 /**********************************************************
4844 * IWineD3D VTbl follows
4845 **********************************************************/
4847 const IWineD3DVtbl IWineD3D_Vtbl =
4850 IWineD3DImpl_QueryInterface,
4851 IWineD3DImpl_AddRef,
4852 IWineD3DImpl_Release,
4854 IWineD3DImpl_GetParent,
4855 IWineD3DImpl_GetAdapterCount,
4856 IWineD3DImpl_RegisterSoftwareDevice,
4857 IWineD3DImpl_GetAdapterMonitor,
4858 IWineD3DImpl_GetAdapterModeCount,
4859 IWineD3DImpl_EnumAdapterModes,
4860 IWineD3DImpl_GetAdapterDisplayMode,
4861 IWineD3DImpl_GetAdapterIdentifier,
4862 IWineD3DImpl_CheckDeviceMultiSampleType,
4863 IWineD3DImpl_CheckDepthStencilMatch,
4864 IWineD3DImpl_CheckDeviceType,
4865 IWineD3DImpl_CheckDeviceFormat,
4866 IWineD3DImpl_CheckDeviceFormatConversion,
4867 IWineD3DImpl_GetDeviceCaps,
4868 IWineD3DImpl_CreateDevice