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, 10, 9371 },
804 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
805 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
806 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
807 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
808 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
809 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
810 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
811 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
812 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
813 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
814 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
815 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
816 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
817 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
818 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
819 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
820 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
821 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
822 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
823 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
824 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
825 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
826 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
827 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
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 else if (strstr(gl_renderer, "GTX 275"))
1551 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1554 /* Geforce 200 - midend */
1555 else 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, "X3100"))
1863 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1864 gl_info->gl_card = CARD_INTEL_X3100;
1867 else if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1869 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1870 gl_info->gl_card = CARD_INTEL_I945GM;
1873 else if (strstr(gl_renderer, "915GM"))
1875 gl_info->gl_card = CARD_INTEL_I915GM;
1877 else if (strstr(gl_renderer, "915G"))
1879 gl_info->gl_card = CARD_INTEL_I915G;
1881 else if (strstr(gl_renderer, "865G"))
1883 gl_info->gl_card = CARD_INTEL_I865G;
1885 else if (strstr(gl_renderer, "855G"))
1887 gl_info->gl_card = CARD_INTEL_I855G;
1889 else if (strstr(gl_renderer, "830G"))
1891 gl_info->gl_card = CARD_INTEL_I830G;
1893 gl_info->gl_card = CARD_INTEL_I915G;
1899 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1900 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1901 * them a good generic choice.
1903 gl_info->gl_vendor = VENDOR_NVIDIA;
1904 if(WINE_D3D9_CAPABLE(gl_info))
1905 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1906 else if(WINE_D3D8_CAPABLE(gl_info))
1907 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1908 else if(WINE_D3D7_CAPABLE(gl_info))
1909 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1910 else if(WINE_D3D6_CAPABLE(gl_info))
1911 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1913 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1915 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1917 /* If we have an estimate use it, else default to 64MB; */
1919 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1921 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1923 /* Load all the lookup tables */
1924 for (i = 0; i < MAX_LOOKUPS; i++) {
1925 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1928 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1929 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1930 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1931 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1932 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1933 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1934 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1935 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1936 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1937 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1939 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1940 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1941 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1942 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1943 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1946 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1947 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1948 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1949 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1950 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1951 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1952 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1953 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1954 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1955 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1956 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1957 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1958 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1959 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1960 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1962 /* TODO: config lookups */
1964 /* Make sure there's an active HDC else the WGL extensions will fail */
1965 hdc = pwglGetCurrentDC();
1967 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1968 if(GL_EXTCALL(wglGetExtensionsStringARB))
1969 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1971 if (NULL == WGL_Extensions) {
1972 ERR(" WGL_Extensions returns NULL\n");
1974 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1975 while (*WGL_Extensions != 0x00) {
1979 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1980 Start = WGL_Extensions;
1981 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1985 len = WGL_Extensions - Start;
1986 if (len == 0 || len >= sizeof(ThisExtn))
1989 memcpy(ThisExtn, Start, len);
1990 ThisExtn[len] = '\0';
1991 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1993 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1994 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1995 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1997 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1998 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1999 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2001 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2002 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2003 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2010 fixup_extensions(gl_info, gl_renderer);
2011 add_gl_compat_wrappers(gl_info);
2013 HeapFree(GetProcessHeap(), 0, gl_renderer);
2017 /**********************************************************
2018 * IWineD3D implementation follows
2019 **********************************************************/
2021 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2022 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2024 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2026 return This->adapter_count;
2029 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2030 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2031 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2035 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2036 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2038 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2040 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2044 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2047 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2048 of the same bpp but different resolutions */
2050 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2051 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2052 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2053 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2055 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2059 /* TODO: Store modes per adapter and read it from the adapter structure */
2060 if (Adapter == 0) { /* Display */
2065 memset(&mode, 0, sizeof(mode));
2066 mode.dmSize = sizeof(mode);
2068 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2073 case WINED3DFMT_UNKNOWN:
2074 /* This is for D3D8, do not enumerate P8 here */
2075 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2078 case WINED3DFMT_X8R8G8B8:
2079 if (mode.dmBitsPerPel == 32) ++i;
2082 case WINED3DFMT_R5G6B5:
2083 if (mode.dmBitsPerPel == 16) ++i;
2087 if (mode.dmBitsPerPel == 8) ++i;
2091 /* Skip other modes as they do not match the requested format */
2096 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2099 FIXME_(d3d_caps)("Adapter not primary display\n");
2104 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2105 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2106 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2107 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2109 /* Validate the parameters as much as possible */
2110 if (NULL == pMode ||
2111 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2112 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2113 return WINED3DERR_INVALIDCALL;
2116 /* TODO: Store modes per adapter and read it from the adapter structure */
2124 ZeroMemory(&DevModeW, sizeof(DevModeW));
2125 DevModeW.dmSize = sizeof(DevModeW);
2127 /* If we are filtering to a specific format (D3D9), then need to skip
2128 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2129 just count through the ones with valid bit depths */
2130 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2133 case WINED3DFMT_UNKNOWN:
2134 /* This is D3D8. Do not enumerate P8 here */
2135 if (DevModeW.dmBitsPerPel == 32 ||
2136 DevModeW.dmBitsPerPel == 16) i++;
2138 case WINED3DFMT_X8R8G8B8:
2139 if (DevModeW.dmBitsPerPel == 32) i++;
2141 case WINED3DFMT_R5G6B5:
2142 if (DevModeW.dmBitsPerPel == 16) i++;
2145 if (DevModeW.dmBitsPerPel == 8) i++;
2148 /* Modes that don't match what we support can get an early-out */
2149 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2150 return WINED3DERR_INVALIDCALL;
2155 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2156 return WINED3DERR_INVALIDCALL;
2160 /* Now get the display mode via the calculated index */
2161 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2162 pMode->Width = DevModeW.dmPelsWidth;
2163 pMode->Height = DevModeW.dmPelsHeight;
2164 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2165 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2166 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2168 if (Format == WINED3DFMT_UNKNOWN) {
2169 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2171 pMode->Format = Format;
2174 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2175 return WINED3DERR_INVALIDCALL;
2178 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2179 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2180 DevModeW.dmBitsPerPel);
2185 FIXME_(d3d_caps)("Adapter not primary display\n");
2191 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2192 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2193 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2195 if (NULL == pMode ||
2196 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2197 return WINED3DERR_INVALIDCALL;
2200 if (Adapter == 0) { /* Display */
2204 ZeroMemory(&DevModeW, sizeof(DevModeW));
2205 DevModeW.dmSize = sizeof(DevModeW);
2207 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2208 pMode->Width = DevModeW.dmPelsWidth;
2209 pMode->Height = DevModeW.dmPelsHeight;
2210 bpp = DevModeW.dmBitsPerPel;
2211 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2212 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2214 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2217 pMode->Format = pixelformat_for_depth(bpp);
2219 FIXME_(d3d_caps)("Adapter not primary display\n");
2222 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2223 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2227 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2228 and fields being inserted in the middle, a new structure is used in place */
2229 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2230 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2231 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2234 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2236 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2237 return WINED3DERR_INVALIDCALL;
2240 /* Return the information requested */
2241 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2243 if (pIdentifier->driver_size)
2245 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2246 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2247 pIdentifier->driver[len] = '\0';
2250 if (pIdentifier->description_size)
2252 const char *description;
2254 if (This->adapters[Adapter].gl_info.driver_description)
2255 description = This->adapters[Adapter].gl_info.driver_description;
2257 description = This->adapters[Adapter].description;
2259 len = min(strlen(description), pIdentifier->description_size - 1);
2260 memcpy(pIdentifier->description, description, len);
2261 pIdentifier->description[len] = '\0';
2264 /* Note that d3d8 doesn't supply a device name. */
2265 if (pIdentifier->device_name_size)
2267 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2269 len = strlen(device_name);
2270 if (len >= pIdentifier->device_name_size)
2272 ERR("Device name size too small.\n");
2273 return WINED3DERR_INVALIDCALL;
2276 memcpy(pIdentifier->device_name, device_name, len);
2277 pIdentifier->device_name[len] = '\0';
2280 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2281 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2282 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2283 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2284 pIdentifier->subsystem_id = 0;
2285 pIdentifier->revision = 0;
2286 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2288 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2290 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2291 pIdentifier->device_id = wined3d_settings.pci_device_id;
2294 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2296 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2297 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2300 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2305 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
2306 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2308 short redSize, greenSize, blueSize, alphaSize, colorBits;
2313 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2314 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2316 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2320 if(cfg->redSize < redSize)
2323 if(cfg->greenSize < greenSize)
2326 if(cfg->blueSize < blueSize)
2329 if(cfg->alphaSize < alphaSize)
2333 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2334 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2335 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2336 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2337 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2338 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2339 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2340 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2341 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2342 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2343 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2344 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2345 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2347 /* Probably a color index mode */
2354 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
2355 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2357 short depthSize, stencilSize;
2358 BOOL lockable = FALSE;
2363 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2365 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2369 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2372 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2373 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2374 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2375 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2378 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2379 * allow more stencil bits than requested. */
2380 if(cfg->stencilSize < stencilSize)
2386 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2387 WINED3DFORMAT AdapterFormat,
2388 WINED3DFORMAT RenderTargetFormat,
2389 WINED3DFORMAT DepthStencilFormat) {
2390 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2392 const WineD3D_PixelFormat *cfgs;
2393 const struct WineD3DAdapter *adapter;
2394 const struct GlPixelFormatDesc *rt_format_desc;
2395 const struct GlPixelFormatDesc *ds_format_desc;
2398 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2400 DeviceType, debug_d3ddevicetype(DeviceType),
2401 AdapterFormat, debug_d3dformat(AdapterFormat),
2402 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2403 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2405 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2406 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2407 return WINED3DERR_INVALIDCALL;
2410 adapter = &This->adapters[Adapter];
2411 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2412 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2413 cfgs = adapter->cfgs;
2414 nCfgs = adapter->nCfgs;
2415 for (it = 0; it < nCfgs; ++it) {
2416 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2418 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2420 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2425 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2427 return WINED3DERR_NOTAVAILABLE;
2430 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2431 WINED3DFORMAT SurfaceFormat,
2432 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2435 const struct GlPixelFormatDesc *glDesc;
2436 const struct WineD3DAdapter *adapter;
2438 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2441 DeviceType, debug_d3ddevicetype(DeviceType),
2442 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2447 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2448 return WINED3DERR_INVALIDCALL;
2451 /* TODO: handle Windowed, add more quality levels */
2453 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2454 if(pQualityLevels) *pQualityLevels = 1;
2458 /* By default multisampling is disabled right now as it causes issues
2459 * on some Nvidia driver versions and it doesn't work well in combination
2461 if(!wined3d_settings.allow_multisampling)
2462 return WINED3DERR_NOTAVAILABLE;
2464 adapter = &This->adapters[Adapter];
2465 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2466 if (!glDesc) return WINED3DERR_INVALIDCALL;
2468 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2470 const WineD3D_PixelFormat *cfgs;
2472 cfgs = adapter->cfgs;
2473 nCfgs = adapter->nCfgs;
2474 for(i=0; i<nCfgs; i++) {
2475 if(cfgs[i].numSamples != MultiSampleType)
2478 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
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 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2489 short redSize, greenSize, blueSize, alphaSize, colorBits;
2491 const WineD3D_PixelFormat *cfgs;
2493 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2495 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2496 return WINED3DERR_NOTAVAILABLE;
2499 cfgs = adapter->cfgs;
2500 nCfgs = adapter->nCfgs;
2501 for(i=0; i<nCfgs; i++) {
2502 if(cfgs[i].numSamples != MultiSampleType)
2504 if(cfgs[i].redSize != redSize)
2506 if(cfgs[i].greenSize != greenSize)
2508 if(cfgs[i].blueSize != blueSize)
2510 if(cfgs[i].alphaSize != alphaSize)
2513 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2516 *pQualityLevels = 1; /* Guess at a value! */
2520 return WINED3DERR_NOTAVAILABLE;
2523 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2524 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2526 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2527 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2530 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2533 DeviceType, debug_d3ddevicetype(DeviceType),
2534 DisplayFormat, debug_d3dformat(DisplayFormat),
2535 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2538 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2539 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2540 return WINED3DERR_INVALIDCALL;
2543 /* The task of this function is to check whether a certain display / backbuffer format
2544 * combination is available on the given adapter. In fullscreen mode microsoft specified
2545 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2546 * and display format should match exactly.
2547 * In windowed mode format conversion can occur and this depends on the driver. When format
2548 * conversion is done, this function should nevertheless fail and applications need to use
2549 * CheckDeviceFormatConversion.
2550 * At the moment we assume that fullscreen and windowed have the same capabilities */
2552 /* There are only 4 display formats */
2553 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2554 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2555 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2556 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2558 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2559 return WINED3DERR_NOTAVAILABLE;
2562 /* If the requested DisplayFormat is not available, don't continue */
2563 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2565 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2566 return WINED3DERR_NOTAVAILABLE;
2569 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2570 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2571 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2572 return WINED3DERR_NOTAVAILABLE;
2575 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2576 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2577 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2578 return WINED3DERR_NOTAVAILABLE;
2581 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2582 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2583 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2584 return WINED3DERR_NOTAVAILABLE;
2587 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2588 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2589 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2590 return WINED3DERR_NOTAVAILABLE;
2593 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2594 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2595 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2596 return WINED3DERR_NOTAVAILABLE;
2599 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2600 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2602 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2608 /* Check if we support bumpmapping for a format */
2609 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2610 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2612 const struct fragment_pipeline *fp;
2614 switch(format_desc->format)
2616 case WINED3DFMT_R8G8_SNORM:
2617 case WINED3DFMT_R16G16_SNORM:
2618 case WINED3DFMT_L6V5U5:
2619 case WINED3DFMT_X8L8V8U8:
2620 case WINED3DFMT_R8G8B8A8_SNORM:
2621 /* Ask the fixed function pipeline implementation if it can deal
2622 * with the conversion. If we've got a GL extension giving native
2623 * support this will be an identity conversion. */
2624 fp = select_fragment_implementation(adapter, DeviceType);
2625 if (fp->color_fixup_supported(format_desc->color_fixup))
2627 TRACE_(d3d_caps)("[OK]\n");
2630 TRACE_(d3d_caps)("[FAILED]\n");
2634 TRACE_(d3d_caps)("[FAILED]\n");
2639 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2640 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2641 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2645 /* Only allow depth/stencil formats */
2646 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2648 /* Walk through all WGL pixel formats to find a match */
2649 for (it = 0; it < adapter->nCfgs; ++it)
2651 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2652 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2654 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2664 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2666 /* The flags entry of a format contains the filtering capability */
2667 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2672 /* Check the render target capabilities of a format */
2673 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2674 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2676 /* Filter out non-RT formats */
2677 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2679 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2680 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2682 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2683 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2685 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2686 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2688 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2689 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2690 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2691 TRACE_(d3d_caps)("[FAILED]\n");
2695 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2696 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2697 for (it = 0; it < adapter->nCfgs; ++it)
2699 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2700 &cfgs[it], check_format_desc))
2702 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2703 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2707 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2708 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2709 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2712 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2713 for (it = 0; it < adapter->nCfgs; ++it)
2715 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2716 &cfgs[it], check_format_desc))
2718 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2719 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2723 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2724 /* For now return TRUE for FBOs until we have some proper checks.
2725 * Note that this function will only be called when the format is around for texturing. */
2731 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2733 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2735 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2736 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2737 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2741 switch (format_desc->format)
2743 case WINED3DFMT_A8R8G8B8:
2744 case WINED3DFMT_X8R8G8B8:
2745 case WINED3DFMT_A4R4G4B4:
2747 case WINED3DFMT_A8L8:
2748 case WINED3DFMT_DXT1:
2749 case WINED3DFMT_DXT2:
2750 case WINED3DFMT_DXT3:
2751 case WINED3DFMT_DXT4:
2752 case WINED3DFMT_DXT5:
2753 TRACE_(d3d_caps)("[OK]\n");
2757 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2763 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2764 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2766 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2767 * doing the color fixup in shaders.
2768 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2769 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2771 int vs_selected_mode;
2772 int ps_selected_mode;
2773 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2775 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2776 TRACE_(d3d_caps)("[OK]\n");
2781 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2785 /* Check if a format support blending in combination with pixel shaders */
2786 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2787 const struct GlPixelFormatDesc *format_desc)
2789 /* The flags entry of a format contains the post pixel shader blending capability */
2790 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2795 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2797 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2798 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2799 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2800 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2801 * capability anyway.
2803 * For now lets report this on all formats, but in the future we may want to
2804 * restrict it to some should games need that
2809 /* Check if a texture format is supported on the given adapter */
2810 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2811 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2813 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2814 const shader_backend_t *shader_backend;
2815 const struct fragment_pipeline *fp;
2817 switch (format_desc->format)
2820 * supported: RGB(A) formats
2822 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2823 case WINED3DFMT_A8R8G8B8:
2824 case WINED3DFMT_X8R8G8B8:
2825 case WINED3DFMT_R5G6B5:
2826 case WINED3DFMT_X1R5G5B5:
2827 case WINED3DFMT_A1R5G5B5:
2828 case WINED3DFMT_A4R4G4B4:
2829 case WINED3DFMT_A8_UNORM:
2830 case WINED3DFMT_X4R4G4B4:
2831 case WINED3DFMT_R8G8B8A8_UNORM:
2832 case WINED3DFMT_X8B8G8R8:
2833 case WINED3DFMT_A2R10G10B10:
2834 case WINED3DFMT_R10G10B10A2_UNORM:
2835 case WINED3DFMT_R16G16_UNORM:
2836 TRACE_(d3d_caps)("[OK]\n");
2839 case WINED3DFMT_R3G3B2:
2840 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2844 * supported: Palettized
2847 TRACE_(d3d_caps)("[OK]\n");
2849 /* No Windows driver offers A8P8, so don't offer it either */
2850 case WINED3DFMT_A8P8:
2854 * Supported: (Alpha)-Luminance
2857 case WINED3DFMT_A8L8:
2858 case WINED3DFMT_L16:
2859 TRACE_(d3d_caps)("[OK]\n");
2862 /* Not supported on Windows, thus disabled */
2863 case WINED3DFMT_A4L4:
2864 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2868 * Supported: Depth/Stencil formats
2870 case WINED3DFMT_D16_LOCKABLE:
2871 case WINED3DFMT_D16_UNORM:
2872 case WINED3DFMT_D15S1:
2873 case WINED3DFMT_D24X8:
2874 case WINED3DFMT_D24X4S4:
2875 case WINED3DFMT_D24S8:
2876 case WINED3DFMT_D24FS8:
2877 case WINED3DFMT_D32:
2878 case WINED3DFMT_D32F_LOCKABLE:
2882 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2883 * GL_NV_texture_shader). Emulated by shaders
2885 case WINED3DFMT_R8G8_SNORM:
2886 case WINED3DFMT_X8L8V8U8:
2887 case WINED3DFMT_L6V5U5:
2888 case WINED3DFMT_R8G8B8A8_SNORM:
2889 case WINED3DFMT_R16G16_SNORM:
2890 /* Ask the shader backend if it can deal with the conversion. If
2891 * we've got a GL extension giving native support this will be an
2892 * identity conversion. */
2893 shader_backend = select_shader_backend(adapter, DeviceType);
2894 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2896 TRACE_(d3d_caps)("[OK]\n");
2899 TRACE_(d3d_caps)("[FAILED]\n");
2902 case WINED3DFMT_DXT1:
2903 case WINED3DFMT_DXT2:
2904 case WINED3DFMT_DXT3:
2905 case WINED3DFMT_DXT4:
2906 case WINED3DFMT_DXT5:
2907 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2908 TRACE_(d3d_caps)("[OK]\n");
2911 TRACE_(d3d_caps)("[FAILED]\n");
2916 * Odd formats - not supported
2918 case WINED3DFMT_VERTEXDATA:
2919 case WINED3DFMT_R16_UINT:
2920 case WINED3DFMT_R32_UINT:
2921 case WINED3DFMT_R16G16B16A16_SNORM:
2922 case WINED3DFMT_A2W10V10U10:
2923 case WINED3DFMT_W11V11U10:
2924 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2928 * WINED3DFMT_CxV8U8: Not supported right now
2930 case WINED3DFMT_CxV8U8:
2931 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2935 case WINED3DFMT_UYVY:
2936 case WINED3DFMT_YUY2:
2937 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2938 TRACE_(d3d_caps)("[OK]\n");
2941 TRACE_(d3d_caps)("[FAILED]\n");
2943 case WINED3DFMT_YV12:
2944 TRACE_(d3d_caps)("[FAILED]\n");
2948 case WINED3DFMT_R16G16B16A16_UNORM:
2949 case WINED3DFMT_A8R3G3B2:
2950 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2953 /* Floating point formats */
2954 case WINED3DFMT_R16_FLOAT:
2955 case WINED3DFMT_R16G16_FLOAT:
2956 case WINED3DFMT_R16G16B16A16_FLOAT:
2957 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2958 TRACE_(d3d_caps)("[OK]\n");
2961 TRACE_(d3d_caps)("[FAILED]\n");
2964 case WINED3DFMT_R32_FLOAT:
2965 case WINED3DFMT_R32G32_FLOAT:
2966 case WINED3DFMT_R32G32B32A32_FLOAT:
2967 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2968 TRACE_(d3d_caps)("[OK]\n");
2971 TRACE_(d3d_caps)("[FAILED]\n");
2974 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2975 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2976 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2977 * We can do instancing with all shader versions, but we need vertex shaders.
2979 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2980 * to enable instancing. WineD3D doesn't need that and just ignores it.
2982 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2984 case WINEMAKEFOURCC('I','N','S','T'):
2985 TRACE("ATI Instancing check hack\n");
2986 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2987 TRACE_(d3d_caps)("[OK]\n");
2990 TRACE_(d3d_caps)("[FAILED]\n");
2993 /* Some weird FOURCC formats */
2994 case WINED3DFMT_R8G8_B8G8:
2995 case WINED3DFMT_G8R8_G8B8:
2996 case WINED3DFMT_MULTI2_ARGB8:
2997 TRACE_(d3d_caps)("[FAILED]\n");
3000 /* Vendor specific formats */
3001 case WINED3DFMT_ATI2N:
3002 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3003 shader_backend = select_shader_backend(adapter, DeviceType);
3004 fp = select_fragment_implementation(adapter, DeviceType);
3005 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3006 && fp->color_fixup_supported(format_desc->color_fixup))
3008 TRACE_(d3d_caps)("[OK]\n");
3012 TRACE_(d3d_caps)("[OK]\n");
3015 TRACE_(d3d_caps)("[FAILED]\n");
3018 case WINED3DFMT_NVHU:
3019 case WINED3DFMT_NVHS:
3020 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3021 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3022 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3023 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3024 * Applications have to deal with not having NVHS and NVHU.
3026 TRACE_(d3d_caps)("[FAILED]\n");
3029 case WINED3DFMT_UNKNOWN:
3033 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3039 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3040 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3042 const struct blit_shader *blitter;
3044 if(SurfaceType == SURFACE_GDI) {
3045 switch(check_format_desc->format)
3047 case WINED3DFMT_R8G8B8:
3048 case WINED3DFMT_A8R8G8B8:
3049 case WINED3DFMT_X8R8G8B8:
3050 case WINED3DFMT_R5G6B5:
3051 case WINED3DFMT_X1R5G5B5:
3052 case WINED3DFMT_A1R5G5B5:
3053 case WINED3DFMT_A4R4G4B4:
3054 case WINED3DFMT_R3G3B2:
3055 case WINED3DFMT_A8_UNORM:
3056 case WINED3DFMT_A8R3G3B2:
3057 case WINED3DFMT_X4R4G4B4:
3058 case WINED3DFMT_R10G10B10A2_UNORM:
3059 case WINED3DFMT_R8G8B8A8_UNORM:
3060 case WINED3DFMT_X8B8G8R8:
3061 case WINED3DFMT_R16G16_UNORM:
3062 case WINED3DFMT_A2R10G10B10:
3063 case WINED3DFMT_R16G16B16A16_UNORM:
3065 TRACE_(d3d_caps)("[OK]\n");
3068 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3073 /* All format that are supported for textures are supported for surfaces as well */
3074 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3075 /* All depth stencil formats are supported on surfaces */
3076 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3078 /* If opengl can't process the format natively, the blitter may be able to convert it */
3079 blitter = select_blit_implementation(adapter, DeviceType);
3080 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3082 TRACE_(d3d_caps)("[OK]\n");
3086 /* Reject other formats */
3087 TRACE_(d3d_caps)("[FAILED]\n");
3091 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3093 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3095 if (!GL_LIMITS(vertex_samplers)) {
3096 TRACE_(d3d_caps)("[FAILED]\n");
3100 switch (format_desc->format)
3102 case WINED3DFMT_R32G32B32A32_FLOAT:
3103 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3104 TRACE_(d3d_caps)("[FAILED]\n");
3107 TRACE_(d3d_caps)("[OK]\n");
3111 TRACE_(d3d_caps)("[FAILED]\n");
3117 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3118 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3119 WINED3DSURFTYPE SurfaceType) {
3120 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3121 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3122 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3123 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3124 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3125 DWORD UsageCaps = 0;
3127 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3130 DeviceType, debug_d3ddevicetype(DeviceType),
3131 AdapterFormat, debug_d3dformat(AdapterFormat),
3132 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3133 RType, debug_d3dresourcetype(RType),
3134 CheckFormat, debug_d3dformat(CheckFormat));
3136 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3137 return WINED3DERR_INVALIDCALL;
3140 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3142 if(SurfaceType != SURFACE_OPENGL) {
3143 TRACE("[FAILED]\n");
3144 return WINED3DERR_NOTAVAILABLE;
3147 /* Cubetexture allows:
3148 * - D3DUSAGE_AUTOGENMIPMAP
3149 * - D3DUSAGE_DEPTHSTENCIL
3150 * - D3DUSAGE_DYNAMIC
3151 * - D3DUSAGE_NONSECURE (d3d9ex)
3152 * - D3DUSAGE_RENDERTARGET
3153 * - D3DUSAGE_SOFTWAREPROCESSING
3154 * - D3DUSAGE_QUERY_WRAPANDMIP
3156 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3157 /* Check if the texture format is around */
3158 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3160 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3161 /* Check for automatic mipmap generation support */
3162 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3163 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3165 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3166 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3170 /* Always report dynamic locking */
3171 if(Usage & WINED3DUSAGE_DYNAMIC)
3172 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3174 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3175 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3177 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3179 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3180 return WINED3DERR_NOTAVAILABLE;
3184 /* Always report software processing */
3185 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3186 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3188 /* Check QUERY_FILTER support */
3189 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3190 if (CheckFilterCapability(adapter, format_desc))
3192 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3194 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3195 return WINED3DERR_NOTAVAILABLE;
3199 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3200 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3201 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3203 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3205 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3206 return WINED3DERR_NOTAVAILABLE;
3210 /* Check QUERY_SRGBREAD support */
3211 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3212 if (CheckSrgbReadCapability(adapter, format_desc))
3214 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3216 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3217 return WINED3DERR_NOTAVAILABLE;
3221 /* Check QUERY_SRGBWRITE support */
3222 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3223 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3225 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3227 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3228 return WINED3DERR_NOTAVAILABLE;
3232 /* Check QUERY_VERTEXTEXTURE support */
3233 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3234 if (CheckVertexTextureCapability(adapter, format_desc))
3236 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3238 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3239 return WINED3DERR_NOTAVAILABLE;
3243 /* Check QUERY_WRAPANDMIP support */
3244 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3245 if (CheckWrapAndMipCapability(adapter, format_desc))
3247 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3249 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3250 return WINED3DERR_NOTAVAILABLE;
3254 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3255 return WINED3DERR_NOTAVAILABLE;
3258 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3259 return WINED3DERR_NOTAVAILABLE;
3261 } else if(RType == WINED3DRTYPE_SURFACE) {
3263 * - D3DUSAGE_DEPTHSTENCIL
3264 * - D3DUSAGE_NONSECURE (d3d9ex)
3265 * - D3DUSAGE_RENDERTARGET
3268 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3270 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3271 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3273 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3275 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3276 return WINED3DERR_NOTAVAILABLE;
3280 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3281 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3283 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3285 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3286 return WINED3DERR_NOTAVAILABLE;
3290 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3291 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3292 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3294 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3296 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3297 return WINED3DERR_NOTAVAILABLE;
3301 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3302 return WINED3DERR_NOTAVAILABLE;
3305 } else if(RType == WINED3DRTYPE_TEXTURE) {
3307 * - D3DUSAGE_AUTOGENMIPMAP
3308 * - D3DUSAGE_DEPTHSTENCIL
3310 * - D3DUSAGE_DYNAMIC
3311 * - D3DUSAGE_NONSECURE (d3d9ex)
3312 * - D3DUSAGE_RENDERTARGET
3313 * - D3DUSAGE_SOFTWAREPROCESSING
3314 * - D3DUSAGE_TEXTAPI (d3d9ex)
3315 * - D3DUSAGE_QUERY_WRAPANDMIP
3318 if(SurfaceType != SURFACE_OPENGL) {
3319 TRACE("[FAILED]\n");
3320 return WINED3DERR_NOTAVAILABLE;
3323 /* Check if the texture format is around */
3324 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3326 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3327 /* Check for automatic mipmap generation support */
3328 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3329 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3331 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3332 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3336 /* Always report dynamic locking */
3337 if(Usage & WINED3DUSAGE_DYNAMIC)
3338 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3340 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3341 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3343 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3345 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3346 return WINED3DERR_NOTAVAILABLE;
3350 /* Always report software processing */
3351 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3352 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3354 /* Check QUERY_FILTER support */
3355 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3356 if (CheckFilterCapability(adapter, format_desc))
3358 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3360 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3361 return WINED3DERR_NOTAVAILABLE;
3365 /* Check QUERY_LEGACYBUMPMAP support */
3366 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3367 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3369 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3371 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3372 return WINED3DERR_NOTAVAILABLE;
3376 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3377 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3378 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3380 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3382 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3383 return WINED3DERR_NOTAVAILABLE;
3387 /* Check QUERY_SRGBREAD support */
3388 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3389 if (CheckSrgbReadCapability(adapter, format_desc))
3391 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3393 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3394 return WINED3DERR_NOTAVAILABLE;
3398 /* Check QUERY_SRGBWRITE support */
3399 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3400 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3402 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3404 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3405 return WINED3DERR_NOTAVAILABLE;
3409 /* Check QUERY_VERTEXTEXTURE support */
3410 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3411 if (CheckVertexTextureCapability(adapter, format_desc))
3413 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3415 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3416 return WINED3DERR_NOTAVAILABLE;
3420 /* Check QUERY_WRAPANDMIP support */
3421 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3422 if (CheckWrapAndMipCapability(adapter, format_desc))
3424 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3426 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3427 return WINED3DERR_NOTAVAILABLE;
3431 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3432 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3434 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3436 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3437 return WINED3DERR_NOTAVAILABLE;
3441 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3442 return WINED3DERR_NOTAVAILABLE;
3444 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3445 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3446 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3448 * Volumetexture allows:
3449 * - D3DUSAGE_DYNAMIC
3450 * - D3DUSAGE_NONSECURE (d3d9ex)
3451 * - D3DUSAGE_SOFTWAREPROCESSING
3452 * - D3DUSAGE_QUERY_WRAPANDMIP
3455 if(SurfaceType != SURFACE_OPENGL) {
3456 TRACE("[FAILED]\n");
3457 return WINED3DERR_NOTAVAILABLE;
3460 /* Check volume texture and volume usage caps */
3461 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3462 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3464 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3465 return WINED3DERR_NOTAVAILABLE;
3468 /* Always report dynamic locking */
3469 if(Usage & WINED3DUSAGE_DYNAMIC)
3470 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3472 /* Always report software processing */
3473 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3474 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3476 /* Check QUERY_FILTER support */
3477 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3478 if (CheckFilterCapability(adapter, format_desc))
3480 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3482 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3483 return WINED3DERR_NOTAVAILABLE;
3487 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3488 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3489 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3491 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3493 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3494 return WINED3DERR_NOTAVAILABLE;
3498 /* Check QUERY_SRGBREAD support */
3499 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3500 if (CheckSrgbReadCapability(adapter, format_desc))
3502 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3504 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3505 return WINED3DERR_NOTAVAILABLE;
3509 /* Check QUERY_SRGBWRITE support */
3510 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3511 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3513 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3515 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3516 return WINED3DERR_NOTAVAILABLE;
3520 /* Check QUERY_VERTEXTEXTURE support */
3521 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3522 if (CheckVertexTextureCapability(adapter, format_desc))
3524 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3526 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3527 return WINED3DERR_NOTAVAILABLE;
3531 /* Check QUERY_WRAPANDMIP support */
3532 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3533 if (CheckWrapAndMipCapability(adapter, format_desc))
3535 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3537 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3538 return WINED3DERR_NOTAVAILABLE;
3542 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3543 return WINED3DERR_NOTAVAILABLE;
3546 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3547 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3548 * app needing one of those formats, don't advertize them to avoid leading apps into
3549 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3552 switch(CheckFormat) {
3554 case WINED3DFMT_A4L4:
3555 case WINED3DFMT_R32_FLOAT:
3556 case WINED3DFMT_R16_FLOAT:
3557 case WINED3DFMT_X8L8V8U8:
3558 case WINED3DFMT_L6V5U5:
3559 case WINED3DFMT_R16G16_UNORM:
3560 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3561 return WINED3DERR_NOTAVAILABLE;
3563 case WINED3DFMT_R8G8B8A8_SNORM:
3564 case WINED3DFMT_R16G16_SNORM:
3565 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3566 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3567 return WINED3DERR_NOTAVAILABLE;
3571 case WINED3DFMT_R8G8_SNORM:
3572 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3573 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3574 return WINED3DERR_NOTAVAILABLE;
3578 case WINED3DFMT_DXT1:
3579 case WINED3DFMT_DXT2:
3580 case WINED3DFMT_DXT3:
3581 case WINED3DFMT_DXT4:
3582 case WINED3DFMT_DXT5:
3583 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3584 * compressed texture results in an error. While the D3D refrast does
3585 * support s3tc volumes, at least the nvidia windows driver does not, so
3586 * we're free not to support this format.
3588 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3589 return WINED3DERR_NOTAVAILABLE;
3592 /* Do nothing, continue with checking the format below */
3595 } else if(RType == WINED3DRTYPE_BUFFER){
3596 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3597 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3598 return WINED3DERR_NOTAVAILABLE;
3601 /* This format is nothing special and it is supported perfectly.
3602 * However, ati and nvidia driver on windows do not mark this format as
3603 * supported (tested with the dxCapsViewer) and pretending to
3604 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3605 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3606 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3608 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3609 TRACE_(d3d_caps)("[FAILED]\n");
3610 return WINED3DERR_NOTAVAILABLE;
3613 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3614 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3615 * usage flags match. */
3616 if(UsageCaps == Usage) {
3618 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3619 return WINED3DOK_NOAUTOGEN;
3621 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);
3622 return WINED3DERR_NOTAVAILABLE;
3626 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3627 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3628 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3630 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3633 DeviceType, debug_d3ddevicetype(DeviceType),
3634 SourceFormat, debug_d3dformat(SourceFormat),
3635 TargetFormat, debug_d3dformat(TargetFormat));
3639 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3641 const shader_backend_t *ret;
3642 int vs_selected_mode;
3643 int ps_selected_mode;
3645 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3646 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3647 ret = &glsl_shader_backend;
3648 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3649 ret = &arb_program_shader_backend;
3651 ret = &none_shader_backend;
3656 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3657 WINED3DDEVTYPE DeviceType)
3659 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3660 int vs_selected_mode;
3661 int ps_selected_mode;
3663 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3664 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3665 return &arbfp_fragment_pipeline;
3666 } else if(ps_selected_mode == SHADER_ATI) {
3667 return &atifs_fragment_pipeline;
3668 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3669 return &nvts_fragment_pipeline;
3670 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3671 return &nvrc_fragment_pipeline;
3673 return &ffp_fragment_pipeline;
3677 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3679 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3680 int vs_selected_mode;
3681 int ps_selected_mode;
3683 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3684 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3691 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3692 subset of a D3DCAPS9 structure. However, it has to come via a void *
3693 as the d3d8 interface cannot import the d3d9 header */
3694 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3696 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3697 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3698 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3699 int vs_selected_mode;
3700 int ps_selected_mode;
3701 struct shader_caps shader_caps;
3702 struct fragment_caps fragment_caps;
3703 const shader_backend_t *shader_backend;
3704 const struct fragment_pipeline *frag_pipeline = NULL;
3705 DWORD ckey_caps, blit_caps, fx_caps;
3707 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3709 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3710 return WINED3DERR_INVALIDCALL;
3713 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3715 /* This function should *not* be modifying GL caps
3716 * TODO: move the functionality where it belongs */
3717 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3719 /* ------------------------------------------------
3720 The following fields apply to both d3d8 and d3d9
3721 ------------------------------------------------ */
3722 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3723 pCaps->AdapterOrdinal = Adapter;
3726 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3727 WINED3DCAPS2_FULLSCREENGAMMA |
3728 WINED3DCAPS2_DYNAMICTEXTURES;
3729 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3730 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3733 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3734 WINED3DCAPS3_COPY_TO_VIDMEM |
3735 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3737 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3738 WINED3DPRESENT_INTERVAL_ONE;
3740 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3741 WINED3DCURSORCAPS_LOWRES;
3743 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3744 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3745 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3746 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3747 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3748 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3749 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3750 WINED3DDEVCAPS_PUREDEVICE |
3751 WINED3DDEVCAPS_HWRASTERIZATION |
3752 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3753 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3754 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3755 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3756 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3757 WINED3DDEVCAPS_RTPATCHES;
3759 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3760 WINED3DPMISCCAPS_CULLCCW |
3761 WINED3DPMISCCAPS_CULLCW |
3762 WINED3DPMISCCAPS_COLORWRITEENABLE |
3763 WINED3DPMISCCAPS_CLIPTLVERTS |
3764 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3765 WINED3DPMISCCAPS_MASKZ |
3766 WINED3DPMISCCAPS_BLENDOP |
3767 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3769 WINED3DPMISCCAPS_NULLREFERENCE
3770 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3771 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3772 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3773 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3775 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3776 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3778 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3779 WINED3DPRASTERCAPS_PAT |
3780 WINED3DPRASTERCAPS_WFOG |
3781 WINED3DPRASTERCAPS_ZFOG |
3782 WINED3DPRASTERCAPS_FOGVERTEX |
3783 WINED3DPRASTERCAPS_FOGTABLE |
3784 WINED3DPRASTERCAPS_STIPPLE |
3785 WINED3DPRASTERCAPS_SUBPIXEL |
3786 WINED3DPRASTERCAPS_ZTEST |
3787 WINED3DPRASTERCAPS_SCISSORTEST |
3788 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3789 WINED3DPRASTERCAPS_DEPTHBIAS;
3791 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3792 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3793 WINED3DPRASTERCAPS_ZBIAS |
3794 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3796 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3797 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3800 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3801 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3802 WINED3DPRASTERCAPS_ANTIALIASEDGES
3803 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3804 WINED3DPRASTERCAPS_WBUFFER */
3806 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3807 WINED3DPCMPCAPS_EQUAL |
3808 WINED3DPCMPCAPS_GREATER |
3809 WINED3DPCMPCAPS_GREATEREQUAL |
3810 WINED3DPCMPCAPS_LESS |
3811 WINED3DPCMPCAPS_LESSEQUAL |
3812 WINED3DPCMPCAPS_NEVER |
3813 WINED3DPCMPCAPS_NOTEQUAL;
3815 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3816 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3817 WINED3DPBLENDCAPS_DESTALPHA |
3818 WINED3DPBLENDCAPS_DESTCOLOR |
3819 WINED3DPBLENDCAPS_INVDESTALPHA |
3820 WINED3DPBLENDCAPS_INVDESTCOLOR |
3821 WINED3DPBLENDCAPS_INVSRCALPHA |
3822 WINED3DPBLENDCAPS_INVSRCCOLOR |
3823 WINED3DPBLENDCAPS_ONE |
3824 WINED3DPBLENDCAPS_SRCALPHA |
3825 WINED3DPBLENDCAPS_SRCALPHASAT |
3826 WINED3DPBLENDCAPS_SRCCOLOR |
3827 WINED3DPBLENDCAPS_ZERO;
3829 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3830 WINED3DPBLENDCAPS_DESTCOLOR |
3831 WINED3DPBLENDCAPS_INVDESTALPHA |
3832 WINED3DPBLENDCAPS_INVDESTCOLOR |
3833 WINED3DPBLENDCAPS_INVSRCALPHA |
3834 WINED3DPBLENDCAPS_INVSRCCOLOR |
3835 WINED3DPBLENDCAPS_ONE |
3836 WINED3DPBLENDCAPS_SRCALPHA |
3837 WINED3DPBLENDCAPS_SRCCOLOR |
3838 WINED3DPBLENDCAPS_ZERO;
3839 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3840 * according to the glBlendFunc manpage
3842 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3843 * legacy settings for srcblend only
3846 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3847 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3848 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3852 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3853 WINED3DPCMPCAPS_EQUAL |
3854 WINED3DPCMPCAPS_GREATER |
3855 WINED3DPCMPCAPS_GREATEREQUAL |
3856 WINED3DPCMPCAPS_LESS |
3857 WINED3DPCMPCAPS_LESSEQUAL |
3858 WINED3DPCMPCAPS_NEVER |
3859 WINED3DPCMPCAPS_NOTEQUAL;
3861 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3862 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3863 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3864 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3865 WINED3DPSHADECAPS_COLORFLATRGB |
3866 WINED3DPSHADECAPS_FOGFLAT |
3867 WINED3DPSHADECAPS_FOGGOURAUD |
3868 WINED3DPSHADECAPS_SPECULARFLATRGB;
3870 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3871 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3872 WINED3DPTEXTURECAPS_TRANSPARENCY |
3873 WINED3DPTEXTURECAPS_BORDER |
3874 WINED3DPTEXTURECAPS_MIPMAP |
3875 WINED3DPTEXTURECAPS_PROJECTED |
3876 WINED3DPTEXTURECAPS_PERSPECTIVE;
3878 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3879 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3880 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3883 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3884 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3885 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3886 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3889 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3890 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3891 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3892 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3896 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3897 WINED3DPTFILTERCAPS_MAGFPOINT |
3898 WINED3DPTFILTERCAPS_MINFLINEAR |
3899 WINED3DPTFILTERCAPS_MINFPOINT |
3900 WINED3DPTFILTERCAPS_MIPFLINEAR |
3901 WINED3DPTFILTERCAPS_MIPFPOINT |
3902 WINED3DPTFILTERCAPS_LINEAR |
3903 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3904 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3905 WINED3DPTFILTERCAPS_MIPLINEAR |
3906 WINED3DPTFILTERCAPS_MIPNEAREST |
3907 WINED3DPTFILTERCAPS_NEAREST;
3909 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3910 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3911 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3914 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3915 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3916 WINED3DPTFILTERCAPS_MAGFPOINT |
3917 WINED3DPTFILTERCAPS_MINFLINEAR |
3918 WINED3DPTFILTERCAPS_MINFPOINT |
3919 WINED3DPTFILTERCAPS_MIPFLINEAR |
3920 WINED3DPTFILTERCAPS_MIPFPOINT |
3921 WINED3DPTFILTERCAPS_LINEAR |
3922 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3923 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3924 WINED3DPTFILTERCAPS_MIPLINEAR |
3925 WINED3DPTFILTERCAPS_MIPNEAREST |
3926 WINED3DPTFILTERCAPS_NEAREST;
3928 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3929 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3930 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3933 pCaps->CubeTextureFilterCaps = 0;
3935 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3936 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3937 WINED3DPTFILTERCAPS_MAGFPOINT |
3938 WINED3DPTFILTERCAPS_MINFLINEAR |
3939 WINED3DPTFILTERCAPS_MINFPOINT |
3940 WINED3DPTFILTERCAPS_MIPFLINEAR |
3941 WINED3DPTFILTERCAPS_MIPFPOINT |
3942 WINED3DPTFILTERCAPS_LINEAR |
3943 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3944 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3945 WINED3DPTFILTERCAPS_MIPLINEAR |
3946 WINED3DPTFILTERCAPS_MIPNEAREST |
3947 WINED3DPTFILTERCAPS_NEAREST;
3949 pCaps->VolumeTextureFilterCaps = 0;
3951 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3952 WINED3DPTADDRESSCAPS_CLAMP |
3953 WINED3DPTADDRESSCAPS_WRAP;
3955 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3956 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3958 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3959 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3961 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3962 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3965 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3966 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3967 WINED3DPTADDRESSCAPS_CLAMP |
3968 WINED3DPTADDRESSCAPS_WRAP;
3969 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3970 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3972 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3973 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3975 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3976 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3979 pCaps->VolumeTextureAddressCaps = 0;
3981 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3982 WINED3DLINECAPS_ZTEST |
3983 WINED3DLINECAPS_BLEND |
3984 WINED3DLINECAPS_ALPHACMP |
3985 WINED3DLINECAPS_FOG;
3986 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3987 * idea how generating the smoothing alpha values works; the result is different
3990 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3991 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3993 if(GL_SUPPORT(EXT_TEXTURE3D))
3994 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3996 pCaps->MaxVolumeExtent = 0;
3998 pCaps->MaxTextureRepeat = 32768;
3999 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4000 pCaps->MaxVertexW = 1.0f;
4002 pCaps->GuardBandLeft = 0.0f;
4003 pCaps->GuardBandTop = 0.0f;
4004 pCaps->GuardBandRight = 0.0f;
4005 pCaps->GuardBandBottom = 0.0f;
4007 pCaps->ExtentsAdjust = 0.0f;
4009 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4010 WINED3DSTENCILCAPS_INCRSAT |
4011 WINED3DSTENCILCAPS_INVERT |
4012 WINED3DSTENCILCAPS_KEEP |
4013 WINED3DSTENCILCAPS_REPLACE |
4014 WINED3DSTENCILCAPS_ZERO;
4015 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4016 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4017 WINED3DSTENCILCAPS_INCR;
4019 if ( This->dxVersion > 8 &&
4020 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
4021 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
4022 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4025 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4027 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4028 pCaps->MaxActiveLights = GL_LIMITS(lights);
4030 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4031 pCaps->MaxVertexBlendMatrixIndex = 0;
4033 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4034 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4037 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4038 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4039 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4040 WINED3DVTXPCAPS_LOCALVIEWER |
4041 WINED3DVTXPCAPS_VERTEXFOG |
4042 WINED3DVTXPCAPS_TEXGEN;
4044 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4046 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4047 pCaps->MaxVertexIndex = 0xFFFFF;
4048 pCaps->MaxStreams = MAX_STREAMS;
4049 pCaps->MaxStreamStride = 1024;
4051 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4052 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4053 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4054 pCaps->MaxNpatchTessellationLevel = 0;
4055 pCaps->MasterAdapterOrdinal = 0;
4056 pCaps->AdapterOrdinalInGroup = 0;
4057 pCaps->NumberOfAdaptersInGroup = 1;
4059 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4061 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4062 WINED3DPTFILTERCAPS_MAGFPOINT |
4063 WINED3DPTFILTERCAPS_MINFLINEAR |
4064 WINED3DPTFILTERCAPS_MAGFLINEAR;
4065 pCaps->VertexTextureFilterCaps = 0;
4067 memset(&shader_caps, 0, sizeof(shader_caps));
4068 shader_backend = select_shader_backend(adapter, DeviceType);
4069 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4071 memset(&fragment_caps, 0, sizeof(fragment_caps));
4072 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4073 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4075 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4076 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4078 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4079 * Ignore shader model capabilities if disabled in config
4081 if(vs_selected_mode == SHADER_NONE) {
4082 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4083 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4084 pCaps->MaxVertexShaderConst = 0;
4086 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4087 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4090 if(ps_selected_mode == SHADER_NONE) {
4091 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4092 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4093 pCaps->PixelShader1xMaxValue = 0.0f;
4095 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4096 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4099 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4100 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4101 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4103 pCaps->VS20Caps = shader_caps.VS20Caps;
4104 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4105 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4106 pCaps->PS20Caps = shader_caps.PS20Caps;
4107 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4108 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4110 /* The following caps are shader specific, but they are things we cannot detect, or which
4111 * are the same among all shader models. So to avoid code duplication set the shader version
4112 * specific, but otherwise constant caps here
4114 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4115 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4116 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4117 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4118 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4119 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4120 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4122 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4123 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4124 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4125 pCaps->VS20Caps.Caps = 0;
4126 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4127 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4128 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4130 pCaps->MaxVShaderInstructionsExecuted = 65535;
4131 pCaps->MaxVertexShader30InstructionSlots = 0;
4132 } else { /* VS 1.x */
4133 pCaps->VS20Caps.Caps = 0;
4134 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4135 pCaps->VS20Caps.NumTemps = 0;
4136 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4138 pCaps->MaxVShaderInstructionsExecuted = 0;
4139 pCaps->MaxVertexShader30InstructionSlots = 0;
4142 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4143 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4144 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4146 /* 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 */
4147 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4148 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4149 WINED3DPS20CAPS_PREDICATION |
4150 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4151 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4152 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4153 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4154 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4155 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4157 pCaps->MaxPShaderInstructionsExecuted = 65535;
4158 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4159 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4160 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4161 pCaps->PS20Caps.Caps = 0;
4162 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4163 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4164 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4165 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4167 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4168 pCaps->MaxPixelShader30InstructionSlots = 0;
4169 } else { /* PS 1.x */
4170 pCaps->PS20Caps.Caps = 0;
4171 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4172 pCaps->PS20Caps.NumTemps = 0;
4173 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4174 pCaps->PS20Caps.NumInstructionSlots = 0;
4176 pCaps->MaxPShaderInstructionsExecuted = 0;
4177 pCaps->MaxPixelShader30InstructionSlots = 0;
4180 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4181 /* OpenGL supports all the formats below, perhaps not always
4182 * without conversion, but it supports them.
4183 * Further GLSL doesn't seem to have an official unsigned type so
4184 * don't advertise it yet as I'm not sure how we handle it.
4185 * We might need to add some clamping in the shader engine to
4187 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4188 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4189 WINED3DDTCAPS_UBYTE4N |
4190 WINED3DDTCAPS_SHORT2N |
4191 WINED3DDTCAPS_SHORT4N;
4192 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4193 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4194 WINED3DDTCAPS_FLOAT16_4;
4197 pCaps->DeclTypes = 0;
4199 /* Set DirectDraw helper Caps */
4200 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4201 WINEDDCKEYCAPS_SRCBLT;
4202 fx_caps = WINEDDFXCAPS_BLTALPHA |
4203 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4204 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4205 WINEDDFXCAPS_BLTROTATION90 |
4206 WINEDDFXCAPS_BLTSHRINKX |
4207 WINEDDFXCAPS_BLTSHRINKXN |
4208 WINEDDFXCAPS_BLTSHRINKY |
4209 WINEDDFXCAPS_BLTSHRINKXN |
4210 WINEDDFXCAPS_BLTSTRETCHX |
4211 WINEDDFXCAPS_BLTSTRETCHXN |
4212 WINEDDFXCAPS_BLTSTRETCHY |
4213 WINEDDFXCAPS_BLTSTRETCHYN;
4214 blit_caps = WINEDDCAPS_BLT |
4215 WINEDDCAPS_BLTCOLORFILL |
4216 WINEDDCAPS_BLTDEPTHFILL |
4217 WINEDDCAPS_BLTSTRETCH |
4218 WINEDDCAPS_CANBLTSYSMEM |
4219 WINEDDCAPS_CANCLIP |
4220 WINEDDCAPS_CANCLIPSTRETCHED |
4221 WINEDDCAPS_COLORKEY |
4222 WINEDDCAPS_COLORKEYHWASSIST |
4223 WINEDDCAPS_ALIGNBOUNDARYSRC;
4225 /* Fill the ddraw caps structure */
4226 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4227 WINEDDCAPS_PALETTE |
4229 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4230 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4231 WINEDDCAPS2_PRIMARYGAMMA |
4232 WINEDDCAPS2_WIDESURFACES |
4233 WINEDDCAPS2_CANRENDERWINDOWED;
4234 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4235 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4236 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4237 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4238 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4239 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4240 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4241 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4242 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4244 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4245 WINEDDSCAPS_BACKBUFFER |
4247 WINEDDSCAPS_FRONTBUFFER |
4248 WINEDDSCAPS_OFFSCREENPLAIN |
4249 WINEDDSCAPS_PALETTE |
4250 WINEDDSCAPS_PRIMARYSURFACE |
4251 WINEDDSCAPS_SYSTEMMEMORY |
4252 WINEDDSCAPS_VIDEOMEMORY |
4253 WINEDDSCAPS_VISIBLE;
4254 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4256 /* Set D3D caps if OpenGL is available. */
4257 if (adapter->opengl)
4259 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4260 WINEDDSCAPS_MIPMAP |
4261 WINEDDSCAPS_TEXTURE |
4262 WINEDDSCAPS_ZBUFFER;
4263 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4269 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4270 and fields being inserted in the middle, a new structure is used in place */
4271 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4272 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4273 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4275 IWineD3DDeviceImpl *object = NULL;
4276 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4277 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4278 WINED3DDISPLAYMODE mode;
4279 const struct fragment_pipeline *frag_pipeline = NULL;
4281 struct fragment_caps ffp_caps;
4282 struct shader_caps shader_caps;
4285 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4286 * number and create a device without a 3D adapter for 2D only operation.
4288 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4289 return WINED3DERR_INVALIDCALL;
4292 /* Create a WineD3DDevice object */
4293 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4294 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4295 TRACE("Created WineD3DDevice object @ %p\n", object);
4296 if (NULL == object) {
4297 return WINED3DERR_OUTOFVIDEOMEMORY;
4300 /* Set up initial COM information */
4301 object->lpVtbl = &IWineD3DDevice_Vtbl;
4303 object->wineD3D = iface;
4304 object->adapter = This->adapter_count ? adapter : NULL;
4305 IWineD3D_AddRef(object->wineD3D);
4306 object->parent = parent;
4307 object->device_parent = device_parent;
4308 list_init(&object->resources);
4309 list_init(&object->shaders);
4311 if(This->dxVersion == 7) {
4312 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4314 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4316 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4318 /* Set the state up as invalid until the device is fully created */
4319 object->state = WINED3DERR_DRIVERINTERNALERROR;
4321 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4322 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4324 /* Save the creation parameters */
4325 object->createParms.AdapterOrdinal = Adapter;
4326 object->createParms.DeviceType = DeviceType;
4327 object->createParms.hFocusWindow = hFocusWindow;
4328 object->createParms.BehaviorFlags = BehaviourFlags;
4330 /* Initialize other useful values */
4331 object->adapterNo = Adapter;
4332 object->devType = DeviceType;
4334 select_shader_mode(&adapter->gl_info, DeviceType,
4335 &object->ps_selected_mode, &object->vs_selected_mode);
4336 object->shader_backend = select_shader_backend(adapter, DeviceType);
4338 memset(&shader_caps, 0, sizeof(shader_caps));
4339 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4340 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4341 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4342 object->vs_clipping = shader_caps.VSClipping;
4344 memset(&ffp_caps, 0, sizeof(ffp_caps));
4345 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4346 object->frag_pipe = frag_pipeline;
4347 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4348 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4349 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4350 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4351 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4354 IWineD3D_Release(object->wineD3D);
4355 HeapFree(GetProcessHeap(), 0, object);
4360 object->blitter = select_blit_implementation(adapter, DeviceType);
4362 /* set the state of the device to valid */
4363 object->state = WINED3D_OK;
4365 /* Get the initial screen setup for ddraw */
4366 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4368 object->ddraw_width = mode.Width;
4369 object->ddraw_height = mode.Height;
4370 object->ddraw_format = mode.Format;
4372 for(i = 0; i < PATCHMAP_SIZE; i++) {
4373 list_init(&object->patches[i]);
4376 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4381 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4382 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4383 IUnknown_AddRef(This->parent);
4384 *pParent = This->parent;
4388 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4389 IUnknown* surfaceParent;
4390 TRACE("(%p) call back\n", pSurface);
4392 /* Now, release the parent, which will take care of cleaning up the surface for us */
4393 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4394 IUnknown_Release(surfaceParent);
4395 return IUnknown_Release(surfaceParent);
4398 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4399 IUnknown* volumeParent;
4400 TRACE("(%p) call back\n", pVolume);
4402 /* Now, release the parent, which will take care of cleaning up the volume for us */
4403 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4404 IUnknown_Release(volumeParent);
4405 return IUnknown_Release(volumeParent);
4408 static void WINE_GLAPI invalid_func(const void *data)
4410 ERR("Invalid vertex attribute function called\n");
4414 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4416 ERR("Invalid texcoord function called\n");
4420 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4421 * the extension detection and are used in drawStridedSlow
4423 static void WINE_GLAPI position_d3dcolor(const void *data)
4425 DWORD pos = *((const DWORD *)data);
4427 FIXME("Add a test for fixed function position from d3dcolor type\n");
4428 glVertex4s(D3DCOLOR_B_R(pos),
4434 static void WINE_GLAPI position_float4(const void *data)
4436 const GLfloat *pos = data;
4438 if (pos[3] != 0.0f && pos[3] != 1.0f)
4440 float w = 1.0f / pos[3];
4442 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4450 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4452 DWORD diffuseColor = *((const DWORD *)data);
4454 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4455 D3DCOLOR_B_G(diffuseColor),
4456 D3DCOLOR_B_B(diffuseColor),
4457 D3DCOLOR_B_A(diffuseColor));
4460 static void WINE_GLAPI specular_d3dcolor(const void *data)
4462 DWORD specularColor = *((const DWORD *)data);
4463 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4464 D3DCOLOR_B_G(specularColor),
4465 D3DCOLOR_B_B(specularColor)};
4467 specular_func_3ubv(d);
4470 static void WINE_GLAPI warn_no_specular_func(const void *data)
4472 WARN("GL_EXT_secondary_color not supported\n");
4475 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4477 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4478 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4479 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4480 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4481 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4482 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4483 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4484 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4485 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4486 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4487 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4488 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4489 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4490 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4491 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4492 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4493 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4495 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4496 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4497 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4498 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4499 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4500 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4501 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4502 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4503 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4504 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4505 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4506 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4507 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4508 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4509 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4510 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4511 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4513 /* No 4 component entry points here */
4514 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4515 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4516 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4517 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4519 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4521 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4522 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4523 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4524 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4526 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4528 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4529 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4530 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4531 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4532 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4533 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4534 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4535 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4536 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4537 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4538 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4539 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4541 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4542 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4544 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4545 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4546 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4547 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4548 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4549 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4550 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4551 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4552 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4553 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4554 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4555 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4556 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4557 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4558 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4559 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4560 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4562 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4563 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4564 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4565 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4566 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4567 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4568 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4569 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4570 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4571 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4572 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4573 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4574 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4575 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4576 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4577 if (GL_SUPPORT(NV_HALF_FLOAT))
4579 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4580 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4581 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4584 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4588 BOOL InitAdapters(IWineD3DImpl *This)
4590 static HMODULE mod_gl;
4592 int ps_selected_mode, vs_selected_mode;
4594 /* No need to hold any lock. The calling library makes sure only one thread calls
4595 * wined3d simultaneously
4598 TRACE("Initializing adapters\n");
4601 #ifdef USE_WIN32_OPENGL
4602 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4603 mod_gl = LoadLibraryA("opengl32.dll");
4605 ERR("Can't load opengl32.dll!\n");
4609 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4610 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4611 mod_gl = GetModuleHandleA("gdi32.dll");
4615 /* Load WGL core functions from opengl32.dll */
4616 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4620 if(!pwglGetProcAddress) {
4621 ERR("Unable to load wglGetProcAddress!\n");
4625 /* Dynamically load all GL core functions */
4629 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4630 * otherwise because we have to use winex11.drv's override
4632 #ifdef USE_WIN32_OPENGL
4633 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4634 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4636 glFinish = (void*)pwglGetProcAddress("wglFinish");
4637 glFlush = (void*)pwglGetProcAddress("wglFlush");
4640 glEnableWINE = glEnable;
4641 glDisableWINE = glDisable;
4643 /* For now only one default adapter */
4645 struct WineD3DAdapter *adapter = &This->adapters[0];
4646 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4647 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4651 WineD3D_PixelFormat *cfgs;
4652 DISPLAY_DEVICEW DisplayDevice;
4655 TRACE("Initializing default adapter\n");
4657 adapter->monitorPoint.x = -1;
4658 adapter->monitorPoint.y = -1;
4660 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4662 ERR("Failed to get a gl context for default adapter\n");
4666 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4668 ERR("Failed to initialize gl caps for default adapter\n");
4669 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4672 ret = initPixelFormats(&adapter->gl_info);
4674 ERR("Failed to init gl formats\n");
4675 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4679 hdc = fake_gl_ctx.dc;
4681 adapter->driver = "Display";
4682 adapter->description = "Direct3D HAL";
4684 /* Use the VideoRamSize registry setting when set */
4685 if(wined3d_settings.emulated_textureram)
4686 adapter->TextureRam = wined3d_settings.emulated_textureram;
4688 adapter->TextureRam = adapter->gl_info.vidmem;
4689 adapter->UsedTextureRam = 0;
4690 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4692 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4693 DisplayDevice.cb = sizeof(DisplayDevice);
4694 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4695 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4696 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4698 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4705 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4706 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4708 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4709 cfgs = adapter->cfgs;
4710 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4711 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4712 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4713 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4714 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4715 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4716 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4717 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4718 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4719 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4721 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4723 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4728 /* Cache the pixel format */
4729 cfgs->iPixelFormat = iPixelFormat;
4730 cfgs->redSize = values[0];
4731 cfgs->greenSize = values[1];
4732 cfgs->blueSize = values[2];
4733 cfgs->alphaSize = values[3];
4734 cfgs->depthSize = values[4];
4735 cfgs->stencilSize = values[5];
4736 cfgs->windowDrawable = values[6];
4737 cfgs->iPixelType = values[7];
4738 cfgs->doubleBuffer = values[8];
4739 cfgs->auxBuffers = values[9];
4741 cfgs->pbufferDrawable = FALSE;
4742 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4743 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4744 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4746 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4747 cfgs->pbufferDrawable = value;
4750 cfgs->numSamples = 0;
4751 /* Check multisample support */
4752 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4753 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4755 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4756 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4757 * value[1] = number of multi sample buffers*/
4759 cfgs->numSamples = value[1];
4763 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);
4769 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4770 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4771 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4773 cfgs = adapter->cfgs;
4774 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4776 PIXELFORMATDESCRIPTOR ppfd;
4778 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4782 /* We only want HW acceleration using an OpenGL ICD driver.
4783 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4784 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4786 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4788 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4792 cfgs->iPixelFormat = iPixelFormat;
4793 cfgs->redSize = ppfd.cRedBits;
4794 cfgs->greenSize = ppfd.cGreenBits;
4795 cfgs->blueSize = ppfd.cBlueBits;
4796 cfgs->alphaSize = ppfd.cAlphaBits;
4797 cfgs->depthSize = ppfd.cDepthBits;
4798 cfgs->stencilSize = ppfd.cStencilBits;
4799 cfgs->pbufferDrawable = 0;
4800 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4801 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4802 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4803 cfgs->auxBuffers = ppfd.cAuxBuffers;
4804 cfgs->numSamples = 0;
4806 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);
4811 /* 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 */
4814 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4816 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4817 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4822 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4823 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4824 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4825 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4826 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4827 * driver is allowed to consume more bits EXCEPT for stencil bits.
4829 * Mark an adapter with this broken stencil behavior.
4831 adapter->brokenStencil = TRUE;
4832 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4834 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4835 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4836 adapter->brokenStencil = FALSE;
4841 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4843 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4844 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4845 fillGLAttribFuncs(&adapter->gl_info);
4846 adapter->opengl = TRUE;
4848 This->adapter_count = 1;
4849 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4854 /* Initialize an adapter for ddraw-only memory counting */
4855 memset(This->adapters, 0, sizeof(This->adapters));
4856 This->adapters[0].num = 0;
4857 This->adapters[0].opengl = FALSE;
4858 This->adapters[0].monitorPoint.x = -1;
4859 This->adapters[0].monitorPoint.y = -1;
4861 This->adapters[0].driver = "Display";
4862 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4863 if(wined3d_settings.emulated_textureram) {
4864 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4866 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4869 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4871 This->adapter_count = 1;
4875 /**********************************************************
4876 * IWineD3D VTbl follows
4877 **********************************************************/
4879 const IWineD3DVtbl IWineD3D_Vtbl =
4882 IWineD3DImpl_QueryInterface,
4883 IWineD3DImpl_AddRef,
4884 IWineD3DImpl_Release,
4886 IWineD3DImpl_GetParent,
4887 IWineD3DImpl_GetAdapterCount,
4888 IWineD3DImpl_RegisterSoftwareDevice,
4889 IWineD3DImpl_GetAdapterMonitor,
4890 IWineD3DImpl_GetAdapterModeCount,
4891 IWineD3DImpl_EnumAdapterModes,
4892 IWineD3DImpl_GetAdapterDisplayMode,
4893 IWineD3DImpl_GetAdapterIdentifier,
4894 IWineD3DImpl_CheckDeviceMultiSampleType,
4895 IWineD3DImpl_CheckDepthStencilMatch,
4896 IWineD3DImpl_CheckDeviceType,
4897 IWineD3DImpl_CheckDeviceFormat,
4898 IWineD3DImpl_CheckDeviceFormatConversion,
4899 IWineD3DImpl_GetDeviceCaps,
4900 IWineD3DImpl_CreateDevice