2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
348 ULONG refcount = InterlockedIncrement(&wined3d->ref);
350 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
355 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
357 ULONG refcount = InterlockedDecrement(&wined3d->ref);
359 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
365 for (i = 0; i < wined3d->adapter_count; ++i)
367 wined3d_adapter_cleanup(&wined3d->adapters[i]);
369 HeapFree(GetProcessHeap(), 0, wined3d);
375 /**********************************************************
376 * IWineD3D parts follows
377 **********************************************************/
379 /* GL locking is done by the caller */
380 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
384 const char *testcode =
386 "PARAM C[66] = { program.env[0..65] };\n"
388 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
389 "ARL A0.x, zero.x;\n"
390 "MOV result.position, C[A0.x + 65];\n"
394 GL_EXTCALL(glGenProgramsARB(1, &prog));
396 ERR("Failed to create an ARB offset limit test program\n");
398 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
399 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
400 strlen(testcode), testcode));
403 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
404 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
406 } else TRACE("OpenGL implementation allows offsets > 63\n");
408 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
409 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
410 checkGLcall("ARB vp offset limit test cleanup");
415 static DWORD ver_for_ext(GL_SupportedExt ext)
418 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
419 if(EXTENSION_MAP[i].extension == ext) {
420 return EXTENSION_MAP[i].version;
426 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
427 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
429 if (card_vendor != HW_VENDOR_ATI) return FALSE;
430 if (device == CARD_ATI_RADEON_9500) return TRUE;
431 if (device == CARD_ATI_RADEON_X700) return TRUE;
432 if (device == CARD_ATI_RADEON_X1600) return TRUE;
436 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
437 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
439 if (card_vendor == HW_VENDOR_NVIDIA)
441 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
442 device == CARD_NVIDIA_GEFORCEFX_5600 ||
443 device == CARD_NVIDIA_GEFORCEFX_5800)
451 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
455 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
456 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
458 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
459 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
460 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
461 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
462 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
463 * the chance that other implementations support them is rather small since Win32 QuickTime uses
464 * DirectDraw, not OpenGL.
466 * This test has been moved into wined3d_guess_gl_vendor()
468 if (gl_vendor == GL_VENDOR_APPLE)
475 /* Context activation is done by the caller. */
476 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
478 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
479 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
480 * all the texture. This function detects this bug by its symptom and disables PBOs
483 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
484 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
485 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
486 * read back is compared to the original. If they are equal PBOs are assumed to work,
487 * otherwise the PBO extension is disabled. */
489 static const unsigned int pattern[] =
491 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
492 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
493 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
494 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
496 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
498 /* No PBO -> No point in testing them. */
499 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
503 while (glGetError());
504 glGenTextures(1, &texture);
505 glBindTexture(GL_TEXTURE_2D, texture);
507 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
508 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
509 checkGLcall("Specifying the PBO test texture");
511 GL_EXTCALL(glGenBuffersARB(1, &pbo));
512 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
513 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
514 checkGLcall("Specifying the PBO test pbo");
516 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
517 checkGLcall("Loading the PBO test texture");
519 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
522 wglFinish(); /* just to be sure */
524 memset(check, 0, sizeof(check));
526 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
527 checkGLcall("Reading back the PBO test texture");
529 glDeleteTextures(1, &texture);
530 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
531 checkGLcall("PBO test cleanup");
535 if (memcmp(check, pattern, sizeof(check)))
537 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
538 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
539 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
543 TRACE_(d3d_caps)("PBO test successful.\n");
547 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
548 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
550 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
553 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
554 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
556 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
557 if (card_vendor != HW_VENDOR_ATI) return FALSE;
558 if (device == CARD_ATI_RADEON_X1600) return FALSE;
562 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return gl_vendor == GL_VENDOR_FGLRX;
569 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
570 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
573 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
574 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
575 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
578 * dx10 cards usually have 64 varyings */
579 return gl_info->limits.glsl_varyings > 44;
582 /* A GL context is provided by the caller */
583 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
589 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
593 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
594 error = glGetError();
597 if(error == GL_NO_ERROR)
599 TRACE("GL Implementation accepts 4 component specular color pointers\n");
604 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
605 debug_glerror(error));
610 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
611 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
614 return gl_info->supported[NV_TEXTURE_SHADER];
617 /* A GL context is provided by the caller */
618 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
624 const char *testcode =
626 "OPTION NV_vertex_program2;\n"
627 "MOV result.clip[0], 0.0;\n"
628 "MOV result.position, 0.0;\n"
631 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
636 GL_EXTCALL(glGenProgramsARB(1, &prog));
639 ERR("Failed to create the NVvp clip test program\n");
643 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
644 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
645 strlen(testcode), testcode));
646 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
649 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
650 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
654 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
656 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
657 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
658 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
664 /* Context activation is done by the caller. */
665 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
666 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
668 char data[4 * 4 * 4];
672 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
674 memset(data, 0xcc, sizeof(data));
678 glGenTextures(1, &tex);
679 glBindTexture(GL_TEXTURE_2D, tex);
680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
681 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
683 checkGLcall("glTexImage2D");
685 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
686 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
687 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
688 checkGLcall("glFramebufferTexture2D");
690 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
691 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
692 checkGLcall("glCheckFramebufferStatus");
694 memset(data, 0x11, sizeof(data));
695 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
696 checkGLcall("glTexSubImage2D");
698 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
699 glClear(GL_COLOR_BUFFER_BIT);
700 checkGLcall("glClear");
702 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
703 checkGLcall("glGetTexImage");
705 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
706 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
707 glBindTexture(GL_TEXTURE_2D, 0);
708 checkGLcall("glBindTexture");
710 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
711 glDeleteTextures(1, &tex);
712 checkGLcall("glDeleteTextures");
716 return *(DWORD *)data == 0x11111111;
719 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
721 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
722 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
723 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
724 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
727 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
729 quirk_arb_constants(gl_info);
730 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
731 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
732 * allow 48 different offsets or other helper immediate values. */
733 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
734 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
737 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
738 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
739 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
740 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
741 * most games, but avoids the crash
743 * A more sophisticated way would be to find all units that need texture coordinates and enable
744 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
745 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
747 * Note that disabling the extension entirely does not gain predictability because there is no point
748 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
749 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
751 if (gl_info->supported[ARB_POINT_SPRITE])
753 TRACE("Limiting point sprites to one texture unit.\n");
754 gl_info->limits.point_sprite_units = 1;
758 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
760 quirk_arb_constants(gl_info);
762 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
763 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
764 * If real NP2 textures are used, the driver falls back to software. We could just remove the
765 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
766 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
767 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
768 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
770 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
771 * has this extension promoted to core. The extension loading code sets this extension supported
772 * due to that, so this code works on fglrx as well. */
773 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
775 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
776 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
777 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
780 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
781 * it is generally more efficient. Reserve just 8 constants. */
782 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
783 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
786 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
788 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
789 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
790 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
791 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
792 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
793 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
795 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
796 * triggering the software fallback. There is not much we can do here apart from disabling the
797 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
798 * in IWineD3DImpl_FillGLCaps).
799 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
800 * post-processing effects in the game "Max Payne 2").
801 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
802 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
803 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
804 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
807 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
809 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
810 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
811 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
812 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
813 * according to the spec.
815 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
816 * makes the shader slower and eats instruction slots which should be available to the d3d app.
818 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
819 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
820 * this workaround is activated on cards that do not need it, it won't break things, just affect
821 * performance negatively. */
822 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
823 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
826 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
828 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
831 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
833 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
836 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
838 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
839 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
842 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
844 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
847 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
849 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
854 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
855 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
856 void (*apply)(struct wined3d_gl_info *gl_info);
857 const char *description;
860 static const struct driver_quirk quirk_table[] =
863 match_ati_r300_to_500,
865 "ATI GLSL constant and normalized texrect quirk"
867 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
868 * used it falls back to software. While the compiler can detect if the shader uses all declared
869 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
870 * using relative addressing falls back to software.
872 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
875 quirk_apple_glsl_constants,
876 "Apple GLSL uniform override"
881 "Geforce 5 NP2 disable"
886 "Init texcoord .w for Apple Intel GPU driver"
889 match_apple_nonr500ati,
891 "Init texcoord .w for Apple ATI >= r600 GPU driver"
895 quirk_one_point_sprite,
896 "Fglrx point sprite crash workaround"
901 "Reserved varying for gl_ClipPos"
904 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
905 * GL implementations accept it. The Mac GL is the only implementation known to
908 * If we can pass 4 component specular colors, do it, because (a) we don't have
909 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
910 * passes specular alpha to the pixel shader if any is used. Otherwise the
911 * specular alpha is used to pass the fog coordinate, which we pass to opengl
912 * via GL_EXT_fog_coord.
914 match_allows_spec_alpha,
915 quirk_allows_specular_alpha,
916 "Allow specular alpha quirk"
919 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
924 "Apple NV_texture_shader disable"
927 match_broken_nv_clip,
928 quirk_disable_nvvp_clip,
929 "Apple NV_vertex_program clip bug quirk"
932 match_fbo_tex_update,
933 quirk_fbo_tex_update,
934 "FBO rebind for attachment updates"
938 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
939 * reporting a driver version is moot because we are not the Windows driver, and we have different
940 * bugs, features, etc.
942 * The driver version has the form "x.y.z.w".
944 * "x" is the Windows version the driver is meant for:
951 * "y" is the maximum Direct3D version the driver supports.
952 * y -> d3d version mapping:
961 * "z" is the subversion number.
963 * "w" is the vendor specific driver build number.
966 struct driver_version_information
968 enum wined3d_display_driver driver;
969 enum wined3d_driver_model driver_model;
970 const char *driver_name; /* name of Windows driver */
971 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
972 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
973 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
976 /* The driver version table contains driver information for different devices on several OS versions. */
977 static const struct driver_version_information driver_version_table[] =
980 * - Radeon HD2x00 (R600) and up supported by current drivers.
981 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
982 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
983 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
984 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
985 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
986 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
987 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
988 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
989 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
992 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
993 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
994 * igxprd32.dll but the GMA800 driver was never updated. */
995 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
996 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
997 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
998 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
999 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1000 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1003 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1004 * - GeforceFX support is up to 173.x on <= XP
1005 * - Geforce2MX/3/4 up to 96.x on <= XP
1006 * - TNT/Geforce1/2 up to 71.x on <= XP
1007 * All version numbers used below are from the Linux nvidia drivers. */
1008 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1009 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1010 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1011 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1012 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1015 struct gpu_description
1017 WORD vendor; /* reported PCI card vendor ID */
1018 WORD card; /* reported PCI card device ID */
1019 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1020 enum wined3d_display_driver driver;
1021 unsigned int vidmem;
1024 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1025 * found on a board containing a specific GPU. */
1026 static const struct gpu_description gpu_description_table[] =
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1073 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1074 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1075 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1076 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1077 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1078 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1079 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1080 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1081 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1082 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1083 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1084 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1085 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1086 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1087 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1088 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1089 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1090 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1094 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1095 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1096 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1097 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1098 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1099 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1100 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1101 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1104 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1105 enum wined3d_driver_model driver_model)
1109 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1110 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1112 const struct driver_version_information *entry = &driver_version_table[i];
1114 if (entry->driver == driver && entry->driver_model == driver_model)
1116 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1117 entry->driver_name, entry->version, entry->subversion, entry->build);
1125 static void init_driver_info(struct wined3d_driver_info *driver_info,
1126 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1128 OSVERSIONINFOW os_version;
1129 WORD driver_os_version;
1131 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1132 enum wined3d_driver_model driver_model;
1133 const struct driver_version_information *version_info;
1135 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1137 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1138 vendor = wined3d_settings.pci_vendor_id;
1140 driver_info->vendor = vendor;
1142 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1144 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1145 device = wined3d_settings.pci_device_id;
1147 driver_info->device = device;
1149 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1150 * overrides the pci ids to a card which is not in our database. */
1151 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1153 memset(&os_version, 0, sizeof(os_version));
1154 os_version.dwOSVersionInfoSize = sizeof(os_version);
1155 if (!GetVersionExW(&os_version))
1157 ERR("Failed to get OS version, reporting 2000/XP.\n");
1158 driver_os_version = 6;
1159 driver_model = DRIVER_MODEL_NT5X;
1163 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1164 switch (os_version.dwMajorVersion)
1167 /* If needed we could distinguish between 9x and NT4, but this code won't make
1168 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1170 driver_os_version = 4;
1171 driver_model = DRIVER_MODEL_WIN9X;
1175 driver_os_version = 6;
1176 driver_model = DRIVER_MODEL_NT5X;
1180 if (os_version.dwMinorVersion == 0)
1182 driver_os_version = 7;
1183 driver_model = DRIVER_MODEL_NT6X;
1187 if (os_version.dwMinorVersion > 1)
1189 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1190 os_version.dwMajorVersion, os_version.dwMinorVersion);
1192 driver_os_version = 8;
1193 driver_model = DRIVER_MODEL_NT6X;
1198 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1199 os_version.dwMajorVersion, os_version.dwMinorVersion);
1200 driver_os_version = 6;
1201 driver_model = DRIVER_MODEL_NT5X;
1206 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1207 * This means that unless the ids are overriden, we will always find a GPU description. */
1208 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1210 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1212 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1214 driver_info->description = gpu_description_table[i].description;
1215 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1216 driver = gpu_description_table[i].driver;
1221 if (wined3d_settings.emulated_textureram)
1223 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1224 driver_info->vidmem = wined3d_settings.emulated_textureram;
1227 /* Try to obtain driver version information for the current Windows version. This fails in
1229 * - the gpu is not available on the currently selected OS version:
1230 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1231 * version information for the current Windows version is returned instead of faked info.
1232 * We do the same and assume the default Windows version to emulate is WinXP.
1234 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1235 * For now return the XP driver info. Perhaps later on we should return VESA.
1237 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1238 * This could be an indication that our database is not up to date, so this should be fixed.
1240 version_info = get_driver_version_info(driver, driver_model);
1243 driver_info->name = version_info->driver_name;
1244 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1245 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1249 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1252 driver_info->name = version_info->driver_name;
1253 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1254 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1258 driver_info->description = "Direct3D HAL";
1259 driver_info->name = "Display";
1260 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1261 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1263 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1264 vendor, device, driver_model);
1268 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1269 driver_info->version_high, driver_info->version_low);
1272 /* Context activation is done by the caller. */
1273 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1274 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1278 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1280 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1281 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1282 quirk_table[i].apply(gl_info);
1285 /* Find out if PBOs work as they are supposed to. */
1286 test_pbo_functionality(gl_info);
1289 static DWORD wined3d_parse_gl_version(const char *gl_version)
1291 const char *ptr = gl_version;
1295 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1297 while (isdigit(*ptr)) ++ptr;
1298 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1302 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1304 return MAKEDWORD_VERSION(major, minor);
1307 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1310 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1311 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1312 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1314 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1315 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1316 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1317 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1318 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1319 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1320 * DirectDraw, not OpenGL. */
1321 if (gl_info->supported[APPLE_FENCE]
1322 && gl_info->supported[APPLE_CLIENT_STORAGE]
1323 && gl_info->supported[APPLE_FLUSH_RENDER]
1324 && gl_info->supported[APPLE_YCBCR_422])
1325 return GL_VENDOR_APPLE;
1327 if (strstr(gl_vendor_string, "NVIDIA"))
1328 return GL_VENDOR_NVIDIA;
1330 if (strstr(gl_vendor_string, "ATI"))
1331 return GL_VENDOR_FGLRX;
1333 if (strstr(gl_vendor_string, "Intel(R)")
1334 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1335 || strstr(gl_renderer, "Intel")
1336 || strstr(gl_vendor_string, "Intel Inc."))
1337 return GL_VENDOR_INTEL;
1339 if (strstr(gl_vendor_string, "Mesa")
1340 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1341 || strstr(gl_vendor_string, "DRI R300 Project")
1342 || strstr(gl_vendor_string, "X.Org R300 Project")
1343 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1344 || strstr(gl_vendor_string, "VMware, Inc.")
1345 || strstr(gl_renderer, "Mesa")
1346 || strstr(gl_renderer, "Gallium"))
1347 return GL_VENDOR_MESA;
1349 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1350 debugstr_a(gl_vendor_string));
1352 return GL_VENDOR_UNKNOWN;
1355 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1357 if (strstr(gl_vendor_string, "NVIDIA")
1358 || strstr(gl_vendor_string, "nouveau"))
1359 return HW_VENDOR_NVIDIA;
1361 if (strstr(gl_vendor_string, "ATI")
1362 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1363 || strstr(gl_vendor_string, "X.Org R300 Project")
1364 || strstr(gl_renderer, "AMD")
1365 || strstr(gl_renderer, "R100")
1366 || strstr(gl_renderer, "R200")
1367 || strstr(gl_renderer, "R300")
1368 || strstr(gl_renderer, "R600")
1369 || strstr(gl_renderer, "R700"))
1370 return HW_VENDOR_ATI;
1372 if (strstr(gl_vendor_string, "Intel(R)")
1373 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1374 || strstr(gl_renderer, "Intel")
1375 || strstr(gl_vendor_string, "Intel Inc."))
1376 return HW_VENDOR_INTEL;
1378 if (strstr(gl_vendor_string, "Mesa")
1379 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1380 || strstr(gl_vendor_string, "VMware, Inc."))
1381 return HW_VENDOR_SOFTWARE;
1383 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1385 return HW_VENDOR_NVIDIA;
1390 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1391 const char *gl_renderer)
1395 if (WINE_D3D10_CAPABLE(gl_info))
1399 const char *renderer;
1400 enum wined3d_pci_device id;
1404 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1405 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1406 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1407 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1408 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1409 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1410 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1411 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1412 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1413 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1414 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1415 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1416 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1417 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1418 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1419 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1420 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1421 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1422 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1423 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1424 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1425 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1426 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1427 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1428 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1429 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1430 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1431 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1432 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1433 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1434 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1435 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1436 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1437 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1438 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1439 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1440 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1441 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1442 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1443 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1444 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1445 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1446 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1447 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1450 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1452 if (strstr(gl_renderer, cards[i].renderer))
1456 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1457 return CARD_NVIDIA_GEFORCE_8300GS;
1460 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1461 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1463 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1467 const char *renderer;
1468 enum wined3d_pci_device id;
1472 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1473 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1474 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1475 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1476 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1477 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1478 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1479 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1480 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1481 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1482 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1483 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1484 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1487 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1489 if (strstr(gl_renderer, cards[i].renderer))
1493 /* Geforce 6/7 - lowend */
1494 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1497 if (WINE_D3D9_CAPABLE(gl_info))
1499 /* GeforceFX - highend */
1500 if (strstr(gl_renderer, "5800")
1501 || strstr(gl_renderer, "5900")
1502 || strstr(gl_renderer, "5950")
1503 || strstr(gl_renderer, "Quadro FX"))
1505 return CARD_NVIDIA_GEFORCEFX_5800;
1508 /* GeforceFX - midend */
1509 if (strstr(gl_renderer, "5600")
1510 || strstr(gl_renderer, "5650")
1511 || strstr(gl_renderer, "5700")
1512 || strstr(gl_renderer, "5750"))
1514 return CARD_NVIDIA_GEFORCEFX_5600;
1517 /* GeforceFX - lowend */
1518 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1521 if (WINE_D3D8_CAPABLE(gl_info))
1523 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1525 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1528 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1531 if (WINE_D3D7_CAPABLE(gl_info))
1533 if (strstr(gl_renderer, "GeForce4 MX"))
1535 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1538 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1540 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1543 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1545 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1548 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1551 if (strstr(gl_renderer, "TNT2"))
1553 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1556 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1559 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1560 const char *gl_renderer)
1562 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1564 * Beware: renderer string do not match exact card model,
1565 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1566 if (WINE_D3D10_CAPABLE(gl_info))
1572 const char *renderer;
1573 enum wined3d_pci_device id;
1578 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1579 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1580 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1581 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1582 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1583 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1584 {"HD 5670", CARD_ATI_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1585 {"HD 5570", CARD_ATI_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1586 {"HD 5550", CARD_ATI_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1587 {"HD 5450", CARD_ATI_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1589 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1590 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1591 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1592 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1593 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1594 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1595 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1596 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1597 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1598 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1599 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1600 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1601 /* R600/R700 integrated */
1602 {"HD 3300", CARD_ATI_RADEON_HD3200},
1603 {"HD 3200", CARD_ATI_RADEON_HD3200},
1604 {"HD 3100", CARD_ATI_RADEON_HD3200},
1606 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1607 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1608 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1609 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1610 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1611 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1612 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1613 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1614 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1615 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1616 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1617 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1618 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1621 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1623 if (strstr(gl_renderer, cards[i].renderer))
1627 /* Default for when no GPU has been found */
1628 return CARD_ATI_RADEON_HD3200;
1631 if (WINE_D3D8_CAPABLE(gl_info))
1634 if (strstr(gl_renderer, "X1600")
1635 || strstr(gl_renderer, "X1650")
1636 || strstr(gl_renderer, "X1800")
1637 || strstr(gl_renderer, "X1900")
1638 || strstr(gl_renderer, "X1950"))
1640 return CARD_ATI_RADEON_X1600;
1643 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1644 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1645 if (strstr(gl_renderer, "X700")
1646 || strstr(gl_renderer, "X800")
1647 || strstr(gl_renderer, "X850")
1648 || strstr(gl_renderer, "X1300")
1649 || strstr(gl_renderer, "X1400")
1650 || strstr(gl_renderer, "X1450")
1651 || strstr(gl_renderer, "X1550")
1652 || strstr(gl_renderer, "X2300")
1653 || strstr(gl_renderer, "X2500")
1654 || strstr(gl_renderer, "HD 2300")
1657 return CARD_ATI_RADEON_X700;
1660 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1661 if (strstr(gl_renderer, "Radeon Xpress"))
1663 return CARD_ATI_RADEON_XPRESS_200M;
1667 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1670 if (WINE_D3D8_CAPABLE(gl_info))
1672 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1675 if (WINE_D3D7_CAPABLE(gl_info))
1677 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1680 return CARD_ATI_RAGE_128PRO;
1683 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1684 const char *gl_renderer)
1686 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1687 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1689 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1690 return CARD_INTEL_X3100;
1693 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1695 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1696 return CARD_INTEL_I945GM;
1699 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1700 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1701 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1702 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1703 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1704 return CARD_INTEL_I915G;
1708 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1709 const char *gl_renderer)
1713 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1715 * Beware: renderer string do not match exact card model,
1716 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1717 if (strstr(gl_renderer, "Gallium"))
1719 /* 20101109 - These are never returned by current Gallium radeon
1720 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1722 * These are returned but not handled: RC410, RV380. */
1725 const char *renderer;
1726 enum wined3d_pci_device id;
1731 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1732 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1733 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1734 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1735 {"CEDAR", CARD_ATI_RADEON_HD5400},
1737 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1738 {"RV790", CARD_ATI_RADEON_HD4800},
1739 {"RV770", CARD_ATI_RADEON_HD4800},
1740 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1741 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1742 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1743 /* R600/R700 integrated */
1744 {"RS880", CARD_ATI_RADEON_HD3200},
1745 {"RS780", CARD_ATI_RADEON_HD3200},
1747 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1748 {"R600", CARD_ATI_RADEON_HD2900},
1749 {"RV670", CARD_ATI_RADEON_HD2900},
1750 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1751 {"RV630", CARD_ATI_RADEON_HD2600},
1752 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1753 {"RV610", CARD_ATI_RADEON_HD2350},
1755 {"R580", CARD_ATI_RADEON_X1600},
1756 {"R520", CARD_ATI_RADEON_X1600},
1757 {"RV570", CARD_ATI_RADEON_X1600},
1758 {"RV560", CARD_ATI_RADEON_X1600},
1759 {"RV535", CARD_ATI_RADEON_X1600},
1760 {"RV530", CARD_ATI_RADEON_X1600},
1761 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1762 {"RV515", CARD_ATI_RADEON_X700},
1764 {"R481", CARD_ATI_RADEON_X700},
1765 {"R480", CARD_ATI_RADEON_X700},
1766 {"R430", CARD_ATI_RADEON_X700},
1767 {"R423", CARD_ATI_RADEON_X700},
1768 {"R420", CARD_ATI_RADEON_X700},
1769 {"R410", CARD_ATI_RADEON_X700},
1770 {"RV410", CARD_ATI_RADEON_X700},
1771 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1772 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1773 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1774 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1775 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1776 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1777 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1778 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1780 {"R360", CARD_ATI_RADEON_9500},
1781 {"R350", CARD_ATI_RADEON_9500},
1782 {"R300", CARD_ATI_RADEON_9500},
1783 {"RV370", CARD_ATI_RADEON_9500},
1784 {"RV360", CARD_ATI_RADEON_9500},
1785 {"RV351", CARD_ATI_RADEON_9500},
1786 {"RV350", CARD_ATI_RADEON_9500},
1789 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1791 if (strstr(gl_renderer, cards[i].renderer))
1796 if (WINE_D3D9_CAPABLE(gl_info))
1800 const char *renderer;
1801 enum wined3d_pci_device id;
1806 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1807 {"(RV790", CARD_ATI_RADEON_HD4800},
1808 {"(RV770", CARD_ATI_RADEON_HD4800},
1809 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1810 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1811 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1812 /* R600/R700 integrated */
1813 {"RS880", CARD_ATI_RADEON_HD3200},
1814 {"RS780", CARD_ATI_RADEON_HD3200},
1816 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1817 {"(R600", CARD_ATI_RADEON_HD2900},
1818 {"(RV670", CARD_ATI_RADEON_HD2900},
1819 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1820 {"(RV630", CARD_ATI_RADEON_HD2600},
1821 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1822 {"(RV610", CARD_ATI_RADEON_HD2350},
1825 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1827 if (strstr(gl_renderer, cards[i].renderer))
1832 if (WINE_D3D8_CAPABLE(gl_info))
1834 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1837 if (WINE_D3D7_CAPABLE(gl_info))
1839 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1842 return CARD_ATI_RAGE_128PRO;
1845 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1846 const char *gl_renderer)
1848 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1849 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1850 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1851 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1852 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1853 return CARD_NVIDIA_RIVA_128;
1857 struct vendor_card_selection
1859 enum wined3d_gl_vendor gl_vendor;
1860 enum wined3d_pci_vendor card_vendor;
1861 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1862 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1865 static const struct vendor_card_selection vendor_card_select_table[] =
1867 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1868 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1869 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1870 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1871 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1872 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1873 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1874 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1875 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1879 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1880 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1882 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1883 * different GPUs with roughly the same features. In most cases GPUs from a
1884 * certain family differ in clockspeeds, the amount of video memory and the
1885 * number of shader pipelines.
1887 * A Direct3D device object contains the PCI id (vendor + device) of the
1888 * videocard which is used for rendering. Various applications use this
1889 * information to get a rough estimation of the features of the card and
1890 * some might use it for enabling 3d effects only on certain types of
1891 * videocards. In some cases games might even use it to work around bugs
1892 * which happen on certain videocards/driver combinations. The problem is
1893 * that OpenGL only exposes a rendering string containing the name of the
1894 * videocard and not the PCI id.
1896 * Various games depend on the PCI id, so somehow we need to provide one.
1897 * A simple option is to parse the renderer string and translate this to
1898 * the right PCI id. This is a lot of work because there are more than 200
1899 * GPUs just for Nvidia. Various cards share the same renderer string, so
1900 * the amount of code might be 'small' but there are quite a number of
1901 * exceptions which would make this a pain to maintain. Another way would
1902 * be to query the PCI id from the operating system (assuming this is the
1903 * videocard which is used for rendering which is not always the case).
1904 * This would work but it is not very portable. Second it would not work
1905 * well in, let's say, a remote X situation in which the amount of 3d
1906 * features which can be used is limited.
1908 * As said most games only use the PCI id to get an indication of the
1909 * capabilities of the card. It doesn't really matter if the given id is
1910 * the correct one if we return the id of a card with similar 3d features.
1912 * The code below checks the OpenGL capabilities of a videocard and matches
1913 * that to a certain level of Direct3D functionality. Once a card passes
1914 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1915 * least a GeforceFX. To give a better estimate we do a basic check on the
1916 * renderer string but if that won't pass we return a default card. This
1917 * way is better than maintaining a full card database as even without a
1918 * full database we can return a card with similar features. Second the
1919 * size of the database can be made quite small because when you know what
1920 * type of 3d functionality a card has, you know to which GPU family the
1921 * GPU must belong. Because of this you only have to check a small part of
1922 * the renderer string to distinguishes between different models from that
1925 * The code also selects a default amount of video memory which we will
1926 * use for an estimation of the amount of free texture memory. In case of
1927 * real D3D the amount of texture memory includes video memory and system
1928 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1929 * HyperMemory). We don't know how much system memory can be addressed by
1930 * the system but we can make a reasonable estimation about the amount of
1931 * video memory. If the value is slightly wrong it doesn't matter as we
1932 * didn't include AGP-like memory which makes the amount of addressable
1933 * memory higher and second OpenGL isn't that critical it moves to system
1934 * memory behind our backs if really needed. Note that the amount of video
1935 * memory can be overruled using a registry setting. */
1939 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1941 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1942 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1944 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1945 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1948 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1949 *gl_vendor, *card_vendor);
1951 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1952 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1953 * them a good generic choice. */
1954 *card_vendor = HW_VENDOR_NVIDIA;
1955 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1956 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1957 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1958 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1959 return CARD_NVIDIA_RIVA_128;
1962 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1964 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1965 int vs_selected_mode, ps_selected_mode;
1967 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1968 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1969 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1970 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1971 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1972 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1973 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1974 else return &ffp_fragment_pipeline;
1977 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1979 int vs_selected_mode, ps_selected_mode;
1981 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1982 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1983 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1984 return &none_shader_backend;
1987 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1989 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1990 int vs_selected_mode, ps_selected_mode;
1992 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1993 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1994 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1995 else return &ffp_blit;
1998 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2002 #define USE_GL_FUNC(type, pfn, ext, replace) \
2003 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2004 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2005 else gl_info->pfn = NULL;
2010 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2015 /* Context activation is done by the caller. */
2016 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2018 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2019 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2020 const char *GL_Extensions = NULL;
2021 const char *WGL_Extensions = NULL;
2022 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2023 struct fragment_caps fragment_caps;
2024 enum wined3d_gl_vendor gl_vendor;
2025 enum wined3d_pci_vendor card_vendor;
2026 enum wined3d_pci_device device;
2028 GLfloat gl_floatv[2];
2034 TRACE_(d3d_caps)("(%p)\n", gl_info);
2038 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2039 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2040 if (!gl_renderer_str)
2043 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2047 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2048 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2052 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2056 /* Parse the GL_VERSION field into major and minor information */
2057 gl_version_str = (const char *)glGetString(GL_VERSION);
2058 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2059 if (!gl_version_str)
2062 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2065 gl_version = wined3d_parse_gl_version(gl_version_str);
2068 * Initialize openGL extension related variables
2069 * with Default values
2071 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2072 gl_info->limits.blends = 1;
2073 gl_info->limits.buffers = 1;
2074 gl_info->limits.textures = 1;
2075 gl_info->limits.fragment_samplers = 1;
2076 gl_info->limits.vertex_samplers = 0;
2077 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2078 gl_info->limits.sampler_stages = 1;
2079 gl_info->limits.glsl_vs_float_constants = 0;
2080 gl_info->limits.glsl_ps_float_constants = 0;
2081 gl_info->limits.arb_vs_float_constants = 0;
2082 gl_info->limits.arb_vs_native_constants = 0;
2083 gl_info->limits.arb_vs_instructions = 0;
2084 gl_info->limits.arb_vs_temps = 0;
2085 gl_info->limits.arb_ps_float_constants = 0;
2086 gl_info->limits.arb_ps_local_constants = 0;
2087 gl_info->limits.arb_ps_instructions = 0;
2088 gl_info->limits.arb_ps_temps = 0;
2090 /* Retrieve opengl defaults */
2091 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2092 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2093 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2095 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2096 gl_info->limits.lights = gl_max;
2097 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2099 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2100 gl_info->limits.texture_size = gl_max;
2101 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2103 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2104 gl_info->limits.pointsize_min = gl_floatv[0];
2105 gl_info->limits.pointsize_max = gl_floatv[1];
2106 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2108 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2109 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2113 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2119 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2121 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2123 while (*GL_Extensions)
2127 while (isspace(*GL_Extensions)) ++GL_Extensions;
2128 start = GL_Extensions;
2129 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2131 len = GL_Extensions - start;
2134 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2136 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2138 if (len == strlen(EXTENSION_MAP[i].extension_string)
2139 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2141 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2142 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2148 /* Now work out what GL support this card really has */
2149 load_gl_funcs( gl_info, gl_version );
2153 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2154 * loading the functions, otherwise the code above will load the extension entry points instead of the
2155 * core functions, which may not work. */
2156 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2158 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2159 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2161 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2162 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2166 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2168 if (gl_info->supported[APPLE_FENCE])
2170 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2171 * The apple extension interacts with some other apple exts. Disable the NV
2172 * extension if the apple one is support to prevent confusion in other parts
2174 gl_info->supported[NV_FENCE] = FALSE;
2176 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2178 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2180 * The enums are the same:
2181 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2182 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2183 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2184 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2185 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2187 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2189 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2190 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2192 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2194 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2195 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2198 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2200 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2201 * functionality. Prefer the ARB extension */
2202 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2204 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2206 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2207 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2209 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2211 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2212 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2214 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2216 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2217 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2219 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2221 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2222 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2224 if (gl_info->supported[NV_TEXTURE_SHADER2])
2226 if (gl_info->supported[NV_REGISTER_COMBINERS])
2228 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2229 * are supported. The nv extensions provide the same functionality as the
2230 * ATI one, and a bit more(signed pixelformats). */
2231 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2235 if (gl_info->supported[NV_REGISTER_COMBINERS])
2237 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2238 gl_info->limits.general_combiners = gl_max;
2239 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2241 if (gl_info->supported[ARB_DRAW_BUFFERS])
2243 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2244 gl_info->limits.buffers = gl_max;
2245 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2247 if (gl_info->supported[ARB_MULTITEXTURE])
2249 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2250 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2251 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2253 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2256 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2257 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2261 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2263 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2265 if (gl_info->supported[ARB_VERTEX_SHADER])
2268 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2269 gl_info->limits.vertex_samplers = tmp;
2270 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2271 gl_info->limits.combined_samplers = tmp;
2273 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2274 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2275 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2276 * shader is used with fixed function vertex processing we're fine too because fixed function
2277 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2278 * used we have to make sure that all vertex sampler setups are valid together with all
2279 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2280 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2281 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2282 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2283 * a fixed function pipeline anymore.
2285 * So this is just a check to check that our assumption holds true. If not, write a warning
2286 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2287 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2288 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2290 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2291 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2292 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2293 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2294 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2296 gl_info->limits.vertex_samplers = 0;
2301 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2303 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2304 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2306 if (gl_info->supported[ARB_VERTEX_BLEND])
2308 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2309 gl_info->limits.blends = gl_max;
2310 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2312 if (gl_info->supported[EXT_TEXTURE3D])
2314 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2315 gl_info->limits.texture3d_size = gl_max;
2316 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2318 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2320 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2321 gl_info->limits.anisotropy = gl_max;
2322 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2324 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2326 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2327 gl_info->limits.arb_ps_float_constants = gl_max;
2328 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2329 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2330 gl_info->limits.arb_ps_native_constants = gl_max;
2331 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2332 gl_info->limits.arb_ps_native_constants);
2333 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2334 gl_info->limits.arb_ps_temps = gl_max;
2335 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2336 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2337 gl_info->limits.arb_ps_instructions = gl_max;
2338 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2339 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2340 gl_info->limits.arb_ps_local_constants = gl_max;
2341 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2343 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2345 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2346 gl_info->limits.arb_vs_float_constants = gl_max;
2347 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2348 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2349 gl_info->limits.arb_vs_native_constants = gl_max;
2350 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2351 gl_info->limits.arb_vs_native_constants);
2352 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2353 gl_info->limits.arb_vs_temps = gl_max;
2354 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2355 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2356 gl_info->limits.arb_vs_instructions = gl_max;
2357 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2359 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2361 if (gl_info->supported[ARB_VERTEX_SHADER])
2363 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2364 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2365 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2367 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2369 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2370 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2371 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2372 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2373 gl_info->limits.glsl_varyings = gl_max;
2374 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2376 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2378 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2379 unsigned int major, minor;
2381 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2383 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2384 sscanf(str, "%u.%u", &major, &minor);
2385 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2387 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2389 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2393 gl_info->limits.shininess = 128.0f;
2395 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2397 /* If we have full NP2 texture support, disable
2398 * GL_ARB_texture_rectangle because we will never use it.
2399 * This saves a few redundant glDisable calls. */
2400 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2402 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2404 /* Disable NV_register_combiners and fragment shader if this is supported.
2405 * generally the NV extensions are preferred over the ATI ones, and this
2406 * extension is disabled if register_combiners and texture_shader2 are both
2407 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2408 * fragment processing support. */
2409 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2410 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2411 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2412 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2414 if (gl_info->supported[NV_HALF_FLOAT])
2416 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2417 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2419 if (gl_info->supported[ARB_POINT_SPRITE])
2421 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2425 gl_info->limits.point_sprite_units = 0;
2427 checkGLcall("extension detection");
2431 adapter->fragment_pipe = select_fragment_implementation(adapter);
2432 adapter->shader_backend = select_shader_backend(adapter);
2433 adapter->blitter = select_blit_implementation(adapter);
2435 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2436 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2437 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2439 /* In some cases the number of texture stages can be larger than the number
2440 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2441 * shaders), but 8 texture stages (register combiners). */
2442 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2444 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2446 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2447 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2448 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2449 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2450 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2451 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2452 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2453 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2454 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2455 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2456 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2457 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2458 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2459 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2460 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2461 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2462 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2463 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2464 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2468 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2470 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2471 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2472 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2473 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2474 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2475 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2476 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2477 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2478 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2479 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2480 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2481 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2482 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2483 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2484 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2485 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2486 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2488 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2490 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2491 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2493 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2495 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2497 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2499 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2503 /* MRTs are currently only supported when FBOs are used. */
2504 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2506 gl_info->limits.buffers = 1;
2509 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2510 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2511 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2513 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2514 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2516 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2517 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2518 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2519 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2520 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2521 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2522 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2523 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2525 /* Make sure there's an active HDC else the WGL extensions will fail */
2526 hdc = pwglGetCurrentDC();
2528 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2529 if(GL_EXTCALL(wglGetExtensionsStringARB))
2530 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2532 if (!WGL_Extensions)
2534 ERR(" WGL_Extensions returns NULL\n");
2538 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2539 while (*WGL_Extensions)
2544 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2545 Start = WGL_Extensions;
2546 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2548 len = WGL_Extensions - Start;
2549 if (!len || len >= sizeof(ThisExtn))
2552 memcpy(ThisExtn, Start, len);
2553 ThisExtn[len] = '\0';
2554 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2556 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2557 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2558 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2560 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2561 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2562 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2564 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2565 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2566 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2572 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2573 init_driver_info(driver_info, card_vendor, device);
2574 add_gl_compat_wrappers(gl_info);
2579 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2581 TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2582 wined3d, wined3d->adapter_count);
2584 return wined3d->adapter_count;
2587 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2589 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2594 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2596 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2598 if (adapter_idx >= wined3d->adapter_count)
2601 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2604 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2605 of the same bpp but different resolutions */
2607 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2608 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2609 enum wined3d_format_id format_id)
2611 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2613 if (adapter_idx >= wined3d->adapter_count)
2616 /* TODO: Store modes per adapter and read it from the adapter structure */
2619 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2620 UINT format_bits = format->byte_count * CHAR_BIT;
2625 memset(&mode, 0, sizeof(mode));
2626 mode.dmSize = sizeof(mode);
2628 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2632 if (format_id == WINED3DFMT_UNKNOWN)
2634 /* This is for D3D8, do not enumerate P8 here */
2635 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2637 else if (mode.dmBitsPerPel == format_bits)
2643 TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2649 FIXME_(d3d_caps)("Adapter not primary display.\n");
2655 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2656 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2657 enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2659 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2660 wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2662 /* Validate the parameters as much as possible */
2663 if (!mode || adapter_idx >= wined3d->adapter_count
2664 || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2666 return WINED3DERR_INVALIDCALL;
2669 /* TODO: Store modes per adapter and read it from the adapter structure */
2672 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2673 UINT format_bits = format->byte_count * CHAR_BIT;
2679 ZeroMemory(&DevModeW, sizeof(DevModeW));
2680 DevModeW.dmSize = sizeof(DevModeW);
2682 /* If we are filtering to a specific format (D3D9), then need to skip
2683 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2684 just count through the ones with valid bit depths */
2685 while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2687 if (format_id == WINED3DFMT_UNKNOWN)
2689 /* This is for D3D8, do not enumerate P8 here */
2690 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2692 else if (DevModeW.dmBitsPerPel == format_bits)
2700 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2701 return WINED3DERR_INVALIDCALL;
2705 /* Now get the display mode via the calculated index */
2706 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2708 mode->Width = DevModeW.dmPelsWidth;
2709 mode->Height = DevModeW.dmPelsHeight;
2710 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2711 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2712 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2714 if (format_id == WINED3DFMT_UNKNOWN)
2715 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2717 mode->Format = format_id;
2721 TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2722 return WINED3DERR_INVALIDCALL;
2725 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2726 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2727 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2731 FIXME_(d3d_caps)("Adapter not primary display\n");
2737 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2738 WINED3DDISPLAYMODE *mode)
2740 TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2742 if (!mode || adapter_idx >= wined3d->adapter_count)
2743 return WINED3DERR_INVALIDCALL;
2750 ZeroMemory(&DevModeW, sizeof(DevModeW));
2751 DevModeW.dmSize = sizeof(DevModeW);
2753 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2754 mode->Width = DevModeW.dmPelsWidth;
2755 mode->Height = DevModeW.dmPelsHeight;
2756 bpp = DevModeW.dmBitsPerPel;
2757 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2758 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2759 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2760 mode->Format = pixelformat_for_depth(bpp);
2764 FIXME_(d3d_caps)("Adapter not primary display\n");
2767 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2768 mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2772 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2773 and fields being inserted in the middle, a new structure is used in place */
2774 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2775 UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2777 const struct wined3d_adapter *adapter;
2780 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2781 wined3d, adapter_idx, flags, identifier);
2783 if (adapter_idx >= wined3d->adapter_count)
2784 return WINED3DERR_INVALIDCALL;
2786 adapter = &wined3d->adapters[adapter_idx];
2788 /* Return the information requested */
2789 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2791 if (identifier->driver_size)
2793 const char *name = adapter->driver_info.name;
2794 len = min(strlen(name), identifier->driver_size - 1);
2795 memcpy(identifier->driver, name, len);
2796 identifier->driver[len] = '\0';
2799 if (identifier->description_size)
2801 const char *description = adapter->driver_info.description;
2802 len = min(strlen(description), identifier->description_size - 1);
2803 memcpy(identifier->description, description, len);
2804 identifier->description[len] = '\0';
2807 /* Note that d3d8 doesn't supply a device name. */
2808 if (identifier->device_name_size)
2810 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2812 len = strlen(device_name);
2813 if (len >= identifier->device_name_size)
2815 ERR("Device name size too small.\n");
2816 return WINED3DERR_INVALIDCALL;
2819 memcpy(identifier->device_name, device_name, len);
2820 identifier->device_name[len] = '\0';
2823 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2824 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2825 identifier->vendor_id = adapter->driver_info.vendor;
2826 identifier->device_id = adapter->driver_info.device;
2827 identifier->subsystem_id = 0;
2828 identifier->revision = 0;
2829 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2830 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2831 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2832 identifier->video_memory = adapter->TextureRam;
2837 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2838 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2840 short redSize, greenSize, blueSize, alphaSize, colorBits;
2845 /* Float formats need FBOs. If FBOs are used this function isn't called */
2846 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2848 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2849 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2851 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2855 if(cfg->redSize < redSize)
2858 if(cfg->greenSize < greenSize)
2861 if(cfg->blueSize < blueSize)
2864 if(cfg->alphaSize < alphaSize)
2870 /* Probably a RGBA_float or color index mode */
2874 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2875 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2877 short depthSize, stencilSize;
2878 BOOL lockable = FALSE;
2883 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2885 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2889 /* Float formats need FBOs. If FBOs are used this function isn't called */
2890 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2892 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2895 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2896 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2897 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2898 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2901 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2902 * allow more stencil bits than requested. */
2903 if(cfg->stencilSize < stencilSize)
2909 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
2910 UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
2911 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
2913 const struct wined3d_format *rt_format;
2914 const struct wined3d_format *ds_format;
2915 const struct wined3d_adapter *adapter;
2917 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
2918 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
2919 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
2920 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
2922 if (adapter_idx >= wined3d->adapter_count)
2923 return WINED3DERR_INVALIDCALL;
2925 adapter = &wined3d->adapters[adapter_idx];
2926 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
2927 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
2928 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2930 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2931 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2933 TRACE_(d3d_caps)("Formats match.\n");
2939 const WineD3D_PixelFormat *cfgs;
2940 unsigned int cfg_count;
2943 cfgs = adapter->cfgs;
2944 cfg_count = adapter->nCfgs;
2945 for (i = 0; i < cfg_count; ++i)
2947 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
2949 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
2951 TRACE_(d3d_caps)("Formats match.\n");
2958 TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
2959 debug_d3dformat(render_target_format_id),
2960 debug_d3dformat(depth_stencil_format_id));
2962 return WINED3DERR_NOTAVAILABLE;
2965 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
2966 WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
2967 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
2969 const struct wined3d_adapter *adapter;
2970 const struct wined3d_format *format;
2972 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
2973 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
2974 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
2975 windowed, multisample_type, quality_levels);
2977 if (adapter_idx >= wined3d->adapter_count)
2978 return WINED3DERR_INVALIDCALL;
2980 /* TODO: Handle windowed, add more quality levels. */
2982 if (WINED3DMULTISAMPLE_NONE == multisample_type)
2984 if (quality_levels) *quality_levels = 1;
2988 /* By default multisampling is disabled right now as it causes issues
2989 * on some Nvidia driver versions and it doesn't work well in combination
2991 if (!wined3d_settings.allow_multisampling)
2992 return WINED3DERR_NOTAVAILABLE;
2994 adapter = &wined3d->adapters[adapter_idx];
2995 format = wined3d_get_format(&adapter->gl_info, surface_format_id);
2996 if (!format) return WINED3DERR_INVALIDCALL;
2998 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3000 const WineD3D_PixelFormat *cfgs;
3001 unsigned int i, cfg_count;
3003 cfgs = adapter->cfgs;
3004 cfg_count = adapter->nCfgs;
3005 for (i = 0; i < cfg_count; ++i)
3007 if(cfgs[i].numSamples != multisample_type)
3010 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3013 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3014 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3016 if (quality_levels) *quality_levels = 1;
3021 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3023 short redSize, greenSize, blueSize, alphaSize, colorBits;
3024 const WineD3D_PixelFormat *cfgs;
3025 unsigned int i, cfg_count;
3027 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3029 ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3030 debug_d3dformat(surface_format_id));
3031 return WINED3DERR_NOTAVAILABLE;
3034 cfgs = adapter->cfgs;
3035 cfg_count = adapter->nCfgs;
3036 for (i = 0; i < cfg_count; ++i)
3038 if(cfgs[i].numSamples != multisample_type)
3040 if(cfgs[i].redSize != redSize)
3042 if(cfgs[i].greenSize != greenSize)
3044 if(cfgs[i].blueSize != blueSize)
3046 /* Not all drivers report alpha-less formats since they use 32-bit
3047 * anyway, so accept alpha even if we didn't ask for it. */
3048 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3050 if (cfgs[i].colorSize != (format->byte_count << 3))
3053 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3054 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3056 if (quality_levels) *quality_levels = 1;
3061 return WINED3DERR_NOTAVAILABLE;
3064 /* Check if we support bumpmapping for a format */
3065 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3067 /* Ask the fixed function pipeline implementation if it can deal
3068 * with the conversion. If we've got a GL extension giving native
3069 * support this will be an identity conversion. */
3070 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3071 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3074 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3075 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3076 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3080 /* Only allow depth/stencil formats */
3081 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3083 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3085 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3086 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3090 /* Walk through all WGL pixel formats to find a match */
3091 for (it = 0; it < adapter->nCfgs; ++it)
3093 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3094 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3096 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3107 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3109 /* The flags entry of a format contains the filtering capability */
3110 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3115 /* Check the render target capabilities of a format */
3116 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3117 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3119 /* Filter out non-RT formats */
3120 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3121 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3123 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3125 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3126 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3128 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3129 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3131 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3132 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3133 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3134 TRACE_(d3d_caps)("[FAILED]\n");
3138 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3139 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3140 for (it = 0; it < adapter->nCfgs; ++it)
3142 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3143 &cfgs[it], check_format))
3145 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3146 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3151 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3153 /* For now return TRUE for FBOs until we have some proper checks.
3154 * Note that this function will only be called when the format is around for texturing. */
3160 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3162 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3165 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3167 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3168 * doing the color fixup in shaders.
3169 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3170 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3172 int vs_selected_mode;
3173 int ps_selected_mode;
3174 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3176 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3177 TRACE_(d3d_caps)("[OK]\n");
3182 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3186 /* Check if a format support blending in combination with pixel shaders */
3187 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3188 const struct wined3d_format *format)
3190 /* The flags entry of a format contains the post pixel shader blending capability */
3191 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3196 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3198 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3199 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3200 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3201 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3202 * capability anyway.
3204 * For now lets report this on all formats, but in the future we may want to
3205 * restrict it to some should games need that
3210 /* Check if a texture format is supported on the given adapter */
3211 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3213 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3218 * supported: RGB(A) formats
3220 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3221 case WINED3DFMT_B8G8R8A8_UNORM:
3222 case WINED3DFMT_B8G8R8X8_UNORM:
3223 case WINED3DFMT_B5G6R5_UNORM:
3224 case WINED3DFMT_B5G5R5X1_UNORM:
3225 case WINED3DFMT_B5G5R5A1_UNORM:
3226 case WINED3DFMT_B4G4R4A4_UNORM:
3227 case WINED3DFMT_A8_UNORM:
3228 case WINED3DFMT_B4G4R4X4_UNORM:
3229 case WINED3DFMT_R8G8B8A8_UNORM:
3230 case WINED3DFMT_R8G8B8X8_UNORM:
3231 case WINED3DFMT_B10G10R10A2_UNORM:
3232 case WINED3DFMT_R10G10B10A2_UNORM:
3233 case WINED3DFMT_R16G16_UNORM:
3234 TRACE_(d3d_caps)("[OK]\n");
3237 case WINED3DFMT_B2G3R3_UNORM:
3238 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3242 * Not supported: Palettized
3243 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3244 * Since it is not widely available, don't offer it. Further no Windows driver offers
3245 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3247 case WINED3DFMT_P8_UINT:
3248 case WINED3DFMT_P8_UINT_A8_UNORM:
3252 * Supported: (Alpha)-Luminance
3254 case WINED3DFMT_L8_UNORM:
3255 case WINED3DFMT_L8A8_UNORM:
3256 case WINED3DFMT_L16_UNORM:
3257 TRACE_(d3d_caps)("[OK]\n");
3260 /* Not supported on Windows, thus disabled */
3261 case WINED3DFMT_L4A4_UNORM:
3262 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3266 * Supported: Depth/Stencil formats
3268 case WINED3DFMT_D16_LOCKABLE:
3269 case WINED3DFMT_D16_UNORM:
3270 case WINED3DFMT_S1_UINT_D15_UNORM:
3271 case WINED3DFMT_X8D24_UNORM:
3272 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3273 case WINED3DFMT_D24_UNORM_S8_UINT:
3274 case WINED3DFMT_S8_UINT_D24_FLOAT:
3275 case WINED3DFMT_D32_UNORM:
3276 case WINED3DFMT_D32_FLOAT:
3279 case WINED3DFMT_INTZ:
3280 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3281 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3286 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3287 * GL_NV_texture_shader). Emulated by shaders
3289 case WINED3DFMT_R8G8_SNORM:
3290 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3291 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3292 case WINED3DFMT_R8G8B8A8_SNORM:
3293 case WINED3DFMT_R16G16_SNORM:
3294 /* Ask the shader backend if it can deal with the conversion. If
3295 * we've got a GL extension giving native support this will be an
3296 * identity conversion. */
3297 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3299 TRACE_(d3d_caps)("[OK]\n");
3302 TRACE_(d3d_caps)("[FAILED]\n");
3305 case WINED3DFMT_DXT1:
3306 case WINED3DFMT_DXT2:
3307 case WINED3DFMT_DXT3:
3308 case WINED3DFMT_DXT4:
3309 case WINED3DFMT_DXT5:
3310 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3312 TRACE_(d3d_caps)("[OK]\n");
3315 TRACE_(d3d_caps)("[FAILED]\n");
3320 * Odd formats - not supported
3322 case WINED3DFMT_VERTEXDATA:
3323 case WINED3DFMT_R16_UINT:
3324 case WINED3DFMT_R32_UINT:
3325 case WINED3DFMT_R16G16B16A16_SNORM:
3326 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3327 case WINED3DFMT_R10G11B11_SNORM:
3328 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3332 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3334 case WINED3DFMT_R8G8_SNORM_Cx:
3335 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3339 case WINED3DFMT_UYVY:
3340 case WINED3DFMT_YUY2:
3341 if (gl_info->supported[APPLE_YCBCR_422])
3343 TRACE_(d3d_caps)("[OK]\n");
3346 TRACE_(d3d_caps)("[FAILED]\n");
3348 case WINED3DFMT_YV12:
3349 TRACE_(d3d_caps)("[FAILED]\n");
3353 case WINED3DFMT_R16G16B16A16_UNORM:
3354 case WINED3DFMT_B2G3R3A8_UNORM:
3355 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3358 /* Floating point formats */
3359 case WINED3DFMT_R16_FLOAT:
3360 case WINED3DFMT_R16G16_FLOAT:
3361 case WINED3DFMT_R16G16B16A16_FLOAT:
3362 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3364 TRACE_(d3d_caps)("[OK]\n");
3367 TRACE_(d3d_caps)("[FAILED]\n");
3370 case WINED3DFMT_R32_FLOAT:
3371 case WINED3DFMT_R32G32_FLOAT:
3372 case WINED3DFMT_R32G32B32A32_FLOAT:
3373 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3375 TRACE_(d3d_caps)("[OK]\n");
3378 TRACE_(d3d_caps)("[FAILED]\n");
3381 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3382 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3383 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3384 * We can do instancing with all shader versions, but we need vertex shaders.
3386 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3387 * to enable instancing. WineD3D doesn't need that and just ignores it.
3389 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3391 case WINED3DFMT_INST:
3392 TRACE("ATI Instancing check hack\n");
3393 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3395 TRACE_(d3d_caps)("[OK]\n");
3398 TRACE_(d3d_caps)("[FAILED]\n");
3401 /* Some weird FOURCC formats */
3402 case WINED3DFMT_R8G8_B8G8:
3403 case WINED3DFMT_G8R8_G8B8:
3404 case WINED3DFMT_MULTI2_ARGB8:
3405 TRACE_(d3d_caps)("[FAILED]\n");
3408 /* Vendor specific formats */
3409 case WINED3DFMT_ATI2N:
3410 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3411 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3413 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3414 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3416 TRACE_(d3d_caps)("[OK]\n");
3420 TRACE_(d3d_caps)("[OK]\n");
3423 TRACE_(d3d_caps)("[FAILED]\n");
3426 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3427 * format MAKEFOURCC('N','V','D','B') is used.
3428 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3429 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3432 case WINED3DFMT_NVDB:
3433 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3435 TRACE_(d3d_caps)("[OK]\n");
3438 TRACE_(d3d_caps)("[FAILED]\n");
3441 case WINED3DFMT_NVHU:
3442 case WINED3DFMT_NVHS:
3443 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3444 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3445 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3446 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3447 * Applications have to deal with not having NVHS and NVHU.
3449 TRACE_(d3d_caps)("[FAILED]\n");
3452 case WINED3DFMT_NULL:
3453 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3457 case WINED3DFMT_UNKNOWN:
3461 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3467 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3468 const struct wined3d_format *adapter_format,
3469 const struct wined3d_format *check_format,
3470 WINED3DSURFTYPE SurfaceType)
3472 if (SurfaceType == SURFACE_GDI)
3474 switch (check_format->id)
3476 case WINED3DFMT_B8G8R8_UNORM:
3477 case WINED3DFMT_B8G8R8A8_UNORM:
3478 case WINED3DFMT_B8G8R8X8_UNORM:
3479 case WINED3DFMT_B5G6R5_UNORM:
3480 case WINED3DFMT_B5G5R5X1_UNORM:
3481 case WINED3DFMT_B5G5R5A1_UNORM:
3482 case WINED3DFMT_B4G4R4A4_UNORM:
3483 case WINED3DFMT_B2G3R3_UNORM:
3484 case WINED3DFMT_A8_UNORM:
3485 case WINED3DFMT_B2G3R3A8_UNORM:
3486 case WINED3DFMT_B4G4R4X4_UNORM:
3487 case WINED3DFMT_R10G10B10A2_UNORM:
3488 case WINED3DFMT_R8G8B8A8_UNORM:
3489 case WINED3DFMT_R8G8B8X8_UNORM:
3490 case WINED3DFMT_R16G16_UNORM:
3491 case WINED3DFMT_B10G10R10A2_UNORM:
3492 case WINED3DFMT_R16G16B16A16_UNORM:
3493 case WINED3DFMT_P8_UINT:
3494 TRACE_(d3d_caps)("[OK]\n");
3497 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3502 /* All format that are supported for textures are supported for surfaces as well */
3503 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3504 /* All depth stencil formats are supported on surfaces */
3505 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3507 /* If opengl can't process the format natively, the blitter may be able to convert it */
3508 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3509 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3510 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3512 TRACE_(d3d_caps)("[OK]\n");
3516 /* Reject other formats */
3517 TRACE_(d3d_caps)("[FAILED]\n");
3521 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3522 const struct wined3d_format *format)
3524 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3527 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3528 WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3529 WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3531 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3532 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3533 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3534 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3535 DWORD usage_caps = 0;
3537 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3538 "resource_type %s, check_format %s, surface_type %#x.\n",
3539 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3540 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3541 debug_d3dformat(check_format_id), surface_type);
3543 if (adapter_idx >= wined3d->adapter_count)
3544 return WINED3DERR_INVALIDCALL;
3546 switch (resource_type)
3548 case WINED3DRTYPE_CUBETEXTURE:
3549 /* Cubetexture allows:
3550 * - WINED3DUSAGE_AUTOGENMIPMAP
3551 * - WINED3DUSAGE_DEPTHSTENCIL
3552 * - WINED3DUSAGE_DYNAMIC
3553 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3554 * - WINED3DUSAGE_RENDERTARGET
3555 * - WINED3DUSAGE_SOFTWAREPROCESSING
3556 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3558 if (surface_type != SURFACE_OPENGL)
3560 TRACE_(d3d_caps)("[FAILED]\n");
3561 return WINED3DERR_NOTAVAILABLE;
3564 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3566 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3567 return WINED3DERR_NOTAVAILABLE;
3570 if (!CheckTextureCapability(adapter, format))
3572 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3573 return WINED3DERR_NOTAVAILABLE;
3576 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3578 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3579 /* When autogenmipmap isn't around continue and return
3580 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3581 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3583 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3586 /* Always report dynamic locking. */
3587 if (usage & WINED3DUSAGE_DYNAMIC)
3588 usage_caps |= WINED3DUSAGE_DYNAMIC;
3590 if (usage & WINED3DUSAGE_RENDERTARGET)
3592 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3594 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3595 return WINED3DERR_NOTAVAILABLE;
3597 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3600 /* Always report software processing. */
3601 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3602 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3604 if (usage & WINED3DUSAGE_QUERY_FILTER)
3606 if (!CheckFilterCapability(adapter, format))
3608 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3609 return WINED3DERR_NOTAVAILABLE;
3611 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3614 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3616 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3618 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3619 return WINED3DERR_NOTAVAILABLE;
3621 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3624 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3626 if (!CheckSrgbReadCapability(adapter, format))
3628 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3629 return WINED3DERR_NOTAVAILABLE;
3631 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3634 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3636 if (!CheckSrgbWriteCapability(adapter, format))
3638 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3639 return WINED3DERR_NOTAVAILABLE;
3641 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3644 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3646 if (!CheckVertexTextureCapability(adapter, format))
3648 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3649 return WINED3DERR_NOTAVAILABLE;
3651 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3654 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3656 if (!CheckWrapAndMipCapability(adapter, format))
3658 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3659 return WINED3DERR_NOTAVAILABLE;
3661 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3665 case WINED3DRTYPE_SURFACE:
3667 * - WINED3DUSAGE_DEPTHSTENCIL
3668 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3669 * - WINED3DUSAGE_RENDERTARGET
3671 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3673 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3674 return WINED3DERR_NOTAVAILABLE;
3677 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3679 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3681 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3682 return WINED3DERR_NOTAVAILABLE;
3684 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3687 if (usage & WINED3DUSAGE_RENDERTARGET)
3689 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3691 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3692 return WINED3DERR_NOTAVAILABLE;
3694 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3697 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3699 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3701 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3702 return WINED3DERR_NOTAVAILABLE;
3704 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3708 case WINED3DRTYPE_TEXTURE:
3710 * - WINED3DUSAGE_AUTOGENMIPMAP
3711 * - WINED3DUSAGE_DEPTHSTENCIL
3712 * - WINED3DUSAGE_DMAP
3713 * - WINED3DUSAGE_DYNAMIC
3714 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3715 * - WINED3DUSAGE_RENDERTARGET
3716 * - WINED3DUSAGE_SOFTWAREPROCESSING
3717 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3718 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3720 if (surface_type != SURFACE_OPENGL)
3722 TRACE_(d3d_caps)("[FAILED]\n");
3723 return WINED3DERR_NOTAVAILABLE;
3726 if (!CheckTextureCapability(adapter, format))
3728 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3729 return WINED3DERR_NOTAVAILABLE;
3732 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3734 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3735 /* When autogenmipmap isn't around continue and return
3736 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3737 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3739 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3742 /* Always report dynamic locking. */
3743 if (usage & WINED3DUSAGE_DYNAMIC)
3744 usage_caps |= WINED3DUSAGE_DYNAMIC;
3746 if (usage & WINED3DUSAGE_RENDERTARGET)
3748 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3750 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3751 return WINED3DERR_NOTAVAILABLE;
3753 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3756 /* Always report software processing. */
3757 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3758 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3760 if (usage & WINED3DUSAGE_QUERY_FILTER)
3762 if (!CheckFilterCapability(adapter, format))
3764 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3765 return WINED3DERR_NOTAVAILABLE;
3767 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3770 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3772 if (!CheckBumpMapCapability(adapter, format))
3774 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3775 return WINED3DERR_NOTAVAILABLE;
3777 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3780 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3782 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3784 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3785 return WINED3DERR_NOTAVAILABLE;
3787 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3790 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3792 if (!CheckSrgbReadCapability(adapter, format))
3794 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3795 return WINED3DERR_NOTAVAILABLE;
3797 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3800 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3802 if (!CheckSrgbWriteCapability(adapter, format))
3804 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3805 return WINED3DERR_NOTAVAILABLE;
3807 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3810 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3812 if (!CheckVertexTextureCapability(adapter, format))
3814 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3817 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3820 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3822 if (!CheckWrapAndMipCapability(adapter, format))
3824 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3825 return WINED3DERR_NOTAVAILABLE;
3827 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3830 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3832 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3834 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3835 return WINED3DERR_NOTAVAILABLE;
3837 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3839 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3840 return WINED3DERR_NOTAVAILABLE;
3842 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3846 case WINED3DRTYPE_VOLUMETEXTURE:
3847 case WINED3DRTYPE_VOLUME:
3848 /* Volume is to VolumeTexture what Surface is to Texture, but its
3849 * usage caps are not documented. Most driver seem to offer
3850 * (nearly) the same on Volume and VolumeTexture, so do that too.
3852 * Volumetexture allows:
3853 * - D3DUSAGE_DYNAMIC
3854 * - D3DUSAGE_NONSECURE (d3d9ex)
3855 * - D3DUSAGE_SOFTWAREPROCESSING
3856 * - D3DUSAGE_QUERY_WRAPANDMIP
3858 if (surface_type != SURFACE_OPENGL)
3860 TRACE_(d3d_caps)("[FAILED]\n");
3861 return WINED3DERR_NOTAVAILABLE;
3864 if (!gl_info->supported[EXT_TEXTURE3D])
3866 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3867 return WINED3DERR_NOTAVAILABLE;
3870 if (!CheckTextureCapability(adapter, format))
3872 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3873 return WINED3DERR_NOTAVAILABLE;
3876 /* Filter formats that need conversion; For one part, this
3877 * conversion is unimplemented, and volume textures are huge, so
3878 * it would be a big performance hit. Unless we hit an application
3879 * needing one of those formats, don't advertize them to avoid
3880 * leading applications into temptation. The windows drivers don't
3881 * support most of those formats on volumes anyway, except for
3882 * WINED3DFMT_R32_FLOAT. */
3883 switch (check_format_id)
3885 case WINED3DFMT_P8_UINT:
3886 case WINED3DFMT_L4A4_UNORM:
3887 case WINED3DFMT_R32_FLOAT:
3888 case WINED3DFMT_R16_FLOAT:
3889 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3890 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3891 case WINED3DFMT_R16G16_UNORM:
3892 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3893 return WINED3DERR_NOTAVAILABLE;
3895 case WINED3DFMT_R8G8B8A8_SNORM:
3896 case WINED3DFMT_R16G16_SNORM:
3897 if (!gl_info->supported[NV_TEXTURE_SHADER])
3899 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3900 return WINED3DERR_NOTAVAILABLE;
3904 case WINED3DFMT_R8G8_SNORM:
3905 if (!gl_info->supported[NV_TEXTURE_SHADER])
3907 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3908 return WINED3DERR_NOTAVAILABLE;
3912 case WINED3DFMT_DXT1:
3913 case WINED3DFMT_DXT2:
3914 case WINED3DFMT_DXT3:
3915 case WINED3DFMT_DXT4:
3916 case WINED3DFMT_DXT5:
3917 /* The GL_EXT_texture_compression_s3tc spec requires that
3918 * loading an s3tc compressed texture results in an error.
3919 * While the D3D refrast does support s3tc volumes, at
3920 * least the nvidia windows driver does not, so we're free
3921 * not to support this format. */
3922 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3923 return WINED3DERR_NOTAVAILABLE;
3926 /* Do nothing, continue with checking the format below */
3930 /* Always report dynamic locking. */
3931 if (usage & WINED3DUSAGE_DYNAMIC)
3932 usage_caps |= WINED3DUSAGE_DYNAMIC;
3934 /* Always report software processing. */
3935 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3936 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3938 if (usage & WINED3DUSAGE_QUERY_FILTER)
3940 if (!CheckFilterCapability(adapter, format))
3942 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3943 return WINED3DERR_NOTAVAILABLE;
3945 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3948 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3950 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3952 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3953 return WINED3DERR_NOTAVAILABLE;
3955 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3958 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3960 if (!CheckSrgbReadCapability(adapter, format))
3962 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3963 return WINED3DERR_NOTAVAILABLE;
3965 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3968 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3970 if (!CheckSrgbWriteCapability(adapter, format))
3972 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3973 return WINED3DERR_NOTAVAILABLE;
3975 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3978 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3980 if (!CheckVertexTextureCapability(adapter, format))
3982 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3985 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3988 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3990 if (!CheckWrapAndMipCapability(adapter, format))
3992 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3993 return WINED3DERR_NOTAVAILABLE;
3995 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4000 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4001 return WINED3DERR_NOTAVAILABLE;
4004 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4005 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4006 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4007 if (usage_caps == usage)
4009 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4010 return WINED3DOK_NOAUTOGEN;
4012 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4013 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4015 return WINED3DERR_NOTAVAILABLE;
4018 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4019 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4021 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4022 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4023 debug_d3dformat(dst_format));
4028 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4029 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4034 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4035 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4036 debug_d3dformat(backbuffer_format), windowed);
4038 if (adapter_idx >= wined3d->adapter_count)
4039 return WINED3DERR_INVALIDCALL;
4041 /* The task of this function is to check whether a certain display / backbuffer format
4042 * combination is available on the given adapter. In fullscreen mode microsoft specified
4043 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4044 * and display format should match exactly.
4045 * In windowed mode format conversion can occur and this depends on the driver. When format
4046 * conversion is done, this function should nevertheless fail and applications need to use
4047 * CheckDeviceFormatConversion.
4048 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4050 /* There are only 4 display formats. */
4051 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4052 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4053 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4054 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4056 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4057 return WINED3DERR_NOTAVAILABLE;
4060 /* If the requested display format is not available, don't continue. */
4061 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4064 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4065 return WINED3DERR_NOTAVAILABLE;
4068 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4069 * it means 'reuse' the display format for the backbuffer. */
4070 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4072 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4073 return WINED3DERR_NOTAVAILABLE;
4076 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4077 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4078 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4080 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4081 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4082 return WINED3DERR_NOTAVAILABLE;
4085 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4086 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4087 * WINED3DFMT_B5G5R5A1_UNORM. */
4088 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4089 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4091 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4092 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4093 return WINED3DERR_NOTAVAILABLE;
4096 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4097 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4098 * WINED3DFMT_B8G8R8A8_UNORM. */
4099 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4100 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4102 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4103 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4104 return WINED3DERR_NOTAVAILABLE;
4107 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4108 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4109 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4110 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4112 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4113 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4114 return WINED3DERR_NOTAVAILABLE;
4117 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4118 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4119 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4121 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4122 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4127 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4128 subset of a D3DCAPS9 structure. However, it has to come via a void *
4129 as the d3d8 interface cannot import the d3d9 header */
4130 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4131 WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4133 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4134 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4135 int vs_selected_mode;
4136 int ps_selected_mode;
4137 struct shader_caps shader_caps;
4138 struct fragment_caps fragment_caps;
4139 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4141 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4142 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4144 if (adapter_idx >= wined3d->adapter_count)
4145 return WINED3DERR_INVALIDCALL;
4147 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4149 /* ------------------------------------------------
4150 The following fields apply to both d3d8 and d3d9
4151 ------------------------------------------------ */
4152 /* Not quite true, but use h/w supported by opengl I suppose */
4153 caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4154 caps->AdapterOrdinal = adapter_idx;
4157 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4158 WINED3DCAPS2_FULLSCREENGAMMA |
4159 WINED3DCAPS2_DYNAMICTEXTURES;
4160 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4161 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4163 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4164 WINED3DCAPS3_COPY_TO_VIDMEM |
4165 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4167 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4168 WINED3DPRESENT_INTERVAL_ONE;
4170 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4171 WINED3DCURSORCAPS_LOWRES;
4173 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4174 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4175 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4176 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4177 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4178 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4179 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4180 WINED3DDEVCAPS_PUREDEVICE |
4181 WINED3DDEVCAPS_HWRASTERIZATION |
4182 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4183 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4184 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4185 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4186 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4187 WINED3DDEVCAPS_RTPATCHES;
4189 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4190 WINED3DPMISCCAPS_CULLCCW |
4191 WINED3DPMISCCAPS_CULLCW |
4192 WINED3DPMISCCAPS_COLORWRITEENABLE |
4193 WINED3DPMISCCAPS_CLIPTLVERTS |
4194 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4195 WINED3DPMISCCAPS_MASKZ |
4196 WINED3DPMISCCAPS_BLENDOP |
4197 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4199 WINED3DPMISCCAPS_NULLREFERENCE
4200 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4201 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4202 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4204 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4205 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4206 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4207 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4209 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4210 WINED3DPRASTERCAPS_PAT |
4211 WINED3DPRASTERCAPS_WFOG |
4212 WINED3DPRASTERCAPS_ZFOG |
4213 WINED3DPRASTERCAPS_FOGVERTEX |
4214 WINED3DPRASTERCAPS_FOGTABLE |
4215 WINED3DPRASTERCAPS_STIPPLE |
4216 WINED3DPRASTERCAPS_SUBPIXEL |
4217 WINED3DPRASTERCAPS_ZTEST |
4218 WINED3DPRASTERCAPS_SCISSORTEST |
4219 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4220 WINED3DPRASTERCAPS_DEPTHBIAS;
4222 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4224 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4225 WINED3DPRASTERCAPS_ZBIAS |
4226 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4228 if (gl_info->supported[NV_FOG_DISTANCE])
4230 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4233 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4234 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4235 WINED3DPRASTERCAPS_ANTIALIASEDGES
4236 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4237 WINED3DPRASTERCAPS_WBUFFER */
4239 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4240 WINED3DPCMPCAPS_EQUAL |
4241 WINED3DPCMPCAPS_GREATER |
4242 WINED3DPCMPCAPS_GREATEREQUAL |
4243 WINED3DPCMPCAPS_LESS |
4244 WINED3DPCMPCAPS_LESSEQUAL |
4245 WINED3DPCMPCAPS_NEVER |
4246 WINED3DPCMPCAPS_NOTEQUAL;
4248 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4249 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4250 WINED3DPBLENDCAPS_DESTALPHA |
4251 WINED3DPBLENDCAPS_DESTCOLOR |
4252 WINED3DPBLENDCAPS_INVDESTALPHA |
4253 WINED3DPBLENDCAPS_INVDESTCOLOR |
4254 WINED3DPBLENDCAPS_INVSRCALPHA |
4255 WINED3DPBLENDCAPS_INVSRCCOLOR |
4256 WINED3DPBLENDCAPS_ONE |
4257 WINED3DPBLENDCAPS_SRCALPHA |
4258 WINED3DPBLENDCAPS_SRCALPHASAT |
4259 WINED3DPBLENDCAPS_SRCCOLOR |
4260 WINED3DPBLENDCAPS_ZERO;
4262 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4263 WINED3DPBLENDCAPS_DESTCOLOR |
4264 WINED3DPBLENDCAPS_INVDESTALPHA |
4265 WINED3DPBLENDCAPS_INVDESTCOLOR |
4266 WINED3DPBLENDCAPS_INVSRCALPHA |
4267 WINED3DPBLENDCAPS_INVSRCCOLOR |
4268 WINED3DPBLENDCAPS_ONE |
4269 WINED3DPBLENDCAPS_SRCALPHA |
4270 WINED3DPBLENDCAPS_SRCCOLOR |
4271 WINED3DPBLENDCAPS_ZERO;
4272 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4273 * according to the glBlendFunc manpage
4275 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4276 * legacy settings for srcblend only
4279 if (gl_info->supported[EXT_BLEND_COLOR])
4281 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4282 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4286 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4287 WINED3DPCMPCAPS_EQUAL |
4288 WINED3DPCMPCAPS_GREATER |
4289 WINED3DPCMPCAPS_GREATEREQUAL |
4290 WINED3DPCMPCAPS_LESS |
4291 WINED3DPCMPCAPS_LESSEQUAL |
4292 WINED3DPCMPCAPS_NEVER |
4293 WINED3DPCMPCAPS_NOTEQUAL;
4295 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4296 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4297 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4298 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4299 WINED3DPSHADECAPS_COLORFLATRGB |
4300 WINED3DPSHADECAPS_FOGFLAT |
4301 WINED3DPSHADECAPS_FOGGOURAUD |
4302 WINED3DPSHADECAPS_SPECULARFLATRGB;
4304 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4305 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4306 WINED3DPTEXTURECAPS_TRANSPARENCY |
4307 WINED3DPTEXTURECAPS_BORDER |
4308 WINED3DPTEXTURECAPS_MIPMAP |
4309 WINED3DPTEXTURECAPS_PROJECTED |
4310 WINED3DPTEXTURECAPS_PERSPECTIVE;
4312 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4314 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4315 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4318 if (gl_info->supported[EXT_TEXTURE3D])
4320 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4321 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4322 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4324 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4328 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4330 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4331 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4332 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4334 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4338 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4339 WINED3DPTFILTERCAPS_MAGFPOINT |
4340 WINED3DPTFILTERCAPS_MINFLINEAR |
4341 WINED3DPTFILTERCAPS_MINFPOINT |
4342 WINED3DPTFILTERCAPS_MIPFLINEAR |
4343 WINED3DPTFILTERCAPS_MIPFPOINT |
4344 WINED3DPTFILTERCAPS_LINEAR |
4345 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4346 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4347 WINED3DPTFILTERCAPS_MIPLINEAR |
4348 WINED3DPTFILTERCAPS_MIPNEAREST |
4349 WINED3DPTFILTERCAPS_NEAREST;
4351 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4353 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4354 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4357 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4359 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4360 WINED3DPTFILTERCAPS_MAGFPOINT |
4361 WINED3DPTFILTERCAPS_MINFLINEAR |
4362 WINED3DPTFILTERCAPS_MINFPOINT |
4363 WINED3DPTFILTERCAPS_MIPFLINEAR |
4364 WINED3DPTFILTERCAPS_MIPFPOINT |
4365 WINED3DPTFILTERCAPS_LINEAR |
4366 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4367 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4368 WINED3DPTFILTERCAPS_MIPLINEAR |
4369 WINED3DPTFILTERCAPS_MIPNEAREST |
4370 WINED3DPTFILTERCAPS_NEAREST;
4372 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4374 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4375 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4380 caps->CubeTextureFilterCaps = 0;
4383 if (gl_info->supported[EXT_TEXTURE3D])
4385 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4386 WINED3DPTFILTERCAPS_MAGFPOINT |
4387 WINED3DPTFILTERCAPS_MINFLINEAR |
4388 WINED3DPTFILTERCAPS_MINFPOINT |
4389 WINED3DPTFILTERCAPS_MIPFLINEAR |
4390 WINED3DPTFILTERCAPS_MIPFPOINT |
4391 WINED3DPTFILTERCAPS_LINEAR |
4392 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4393 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4394 WINED3DPTFILTERCAPS_MIPLINEAR |
4395 WINED3DPTFILTERCAPS_MIPNEAREST |
4396 WINED3DPTFILTERCAPS_NEAREST;
4400 caps->VolumeTextureFilterCaps = 0;
4403 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4404 WINED3DPTADDRESSCAPS_CLAMP |
4405 WINED3DPTADDRESSCAPS_WRAP;
4407 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4409 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4411 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4413 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4415 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4417 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4420 if (gl_info->supported[EXT_TEXTURE3D])
4422 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4423 WINED3DPTADDRESSCAPS_CLAMP |
4424 WINED3DPTADDRESSCAPS_WRAP;
4425 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4427 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4429 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4431 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4433 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4435 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4440 caps->VolumeTextureAddressCaps = 0;
4443 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4444 WINED3DLINECAPS_ZTEST |
4445 WINED3DLINECAPS_BLEND |
4446 WINED3DLINECAPS_ALPHACMP |
4447 WINED3DLINECAPS_FOG;
4448 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4449 * idea how generating the smoothing alpha values works; the result is different
4452 caps->MaxTextureWidth = gl_info->limits.texture_size;
4453 caps->MaxTextureHeight = gl_info->limits.texture_size;
4455 if (gl_info->supported[EXT_TEXTURE3D])
4456 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4458 caps->MaxVolumeExtent = 0;
4460 caps->MaxTextureRepeat = 32768;
4461 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4462 caps->MaxVertexW = 1.0f;
4464 caps->GuardBandLeft = 0.0f;
4465 caps->GuardBandTop = 0.0f;
4466 caps->GuardBandRight = 0.0f;
4467 caps->GuardBandBottom = 0.0f;
4469 caps->ExtentsAdjust = 0.0f;
4471 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4472 WINED3DSTENCILCAPS_INCRSAT |
4473 WINED3DSTENCILCAPS_INVERT |
4474 WINED3DSTENCILCAPS_KEEP |
4475 WINED3DSTENCILCAPS_REPLACE |
4476 WINED3DSTENCILCAPS_ZERO;
4477 if (gl_info->supported[EXT_STENCIL_WRAP])
4479 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4480 WINED3DSTENCILCAPS_INCR;
4482 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4484 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4487 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4489 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4490 caps->MaxActiveLights = gl_info->limits.lights;
4492 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4493 caps->MaxVertexBlendMatrixIndex = 0;
4495 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4496 caps->MaxPointSize = gl_info->limits.pointsize_max;
4499 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4500 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4501 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4502 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4503 WINED3DVTXPCAPS_LOCALVIEWER |
4504 WINED3DVTXPCAPS_VERTEXFOG |
4505 WINED3DVTXPCAPS_TEXGEN;
4507 caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4508 caps->MaxVertexIndex = 0xFFFFF;
4509 caps->MaxStreams = MAX_STREAMS;
4510 caps->MaxStreamStride = 1024;
4512 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4513 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4514 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4515 caps->MaxNpatchTessellationLevel = 0;
4516 caps->MasterAdapterOrdinal = 0;
4517 caps->AdapterOrdinalInGroup = 0;
4518 caps->NumberOfAdaptersInGroup = 1;
4520 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4522 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4523 WINED3DPTFILTERCAPS_MAGFPOINT |
4524 WINED3DPTFILTERCAPS_MINFLINEAR |
4525 WINED3DPTFILTERCAPS_MAGFLINEAR;
4526 caps->VertexTextureFilterCaps = 0;
4528 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4529 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4531 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4532 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4534 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4535 * Ignore shader model capabilities if disabled in config
4537 if (vs_selected_mode == SHADER_NONE)
4539 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4540 caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4541 caps->MaxVertexShaderConst = 0;
4545 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4546 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4549 if (ps_selected_mode == SHADER_NONE)
4551 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4552 caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4553 caps->PixelShader1xMaxValue = 0.0f;
4555 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4556 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4559 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4560 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4561 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4563 /* The following caps are shader specific, but they are things we cannot detect, or which
4564 * are the same among all shader models. So to avoid code duplication set the shader version
4565 * specific, but otherwise constant caps here
4567 if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4569 /* Where possible set the caps based on OpenGL extensions and if they
4570 * aren't set (in case of software rendering) use the VS 3.0 from
4571 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4573 caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4574 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4575 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4576 caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4577 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4578 caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4580 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4581 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4583 else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4585 caps->VS20Caps.Caps = 0;
4586 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4587 caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4588 caps->VS20Caps.StaticFlowControlDepth = 1;
4590 caps->MaxVShaderInstructionsExecuted = 65535;
4591 caps->MaxVertexShader30InstructionSlots = 0;
4595 caps->VS20Caps.Caps = 0;
4596 caps->VS20Caps.DynamicFlowControlDepth = 0;
4597 caps->VS20Caps.NumTemps = 0;
4598 caps->VS20Caps.StaticFlowControlDepth = 0;
4600 caps->MaxVShaderInstructionsExecuted = 0;
4601 caps->MaxVertexShader30InstructionSlots = 0;
4604 if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4606 /* Where possible set the caps based on OpenGL extensions and if they
4607 * aren't set (in case of software rendering) use the PS 3.0 from
4608 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4611 /* Caps is more or less undocumented on MSDN but it appears to be
4612 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4613 * cards from Windows */
4614 caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4615 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4616 WINED3DPS20CAPS_PREDICATION |
4617 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4618 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4619 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4620 caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4621 caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4622 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4623 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4624 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4625 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4627 caps->MaxPShaderInstructionsExecuted = 65535;
4628 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4629 adapter->gl_info.limits.arb_ps_instructions);
4631 else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4633 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4634 caps->PS20Caps.Caps = 0;
4635 caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4636 caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4637 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4638 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4639 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4641 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4642 caps->MaxPixelShader30InstructionSlots = 0;
4646 caps->PS20Caps.Caps = 0;
4647 caps->PS20Caps.DynamicFlowControlDepth = 0;
4648 caps->PS20Caps.NumTemps = 0;
4649 caps->PS20Caps.StaticFlowControlDepth = 0;
4650 caps->PS20Caps.NumInstructionSlots = 0;
4652 caps->MaxPShaderInstructionsExecuted = 0;
4653 caps->MaxPixelShader30InstructionSlots = 0;
4656 if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4658 /* OpenGL supports all the formats below, perhaps not always
4659 * without conversion, but it supports them.
4660 * Further GLSL doesn't seem to have an official unsigned type so
4661 * don't advertise it yet as I'm not sure how we handle it.
4662 * We might need to add some clamping in the shader engine to
4664 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4665 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4666 WINED3DDTCAPS_UBYTE4N |
4667 WINED3DDTCAPS_SHORT2N |
4668 WINED3DDTCAPS_SHORT4N;
4669 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4671 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4672 WINED3DDTCAPS_FLOAT16_4;
4677 caps->DeclTypes = 0;
4680 /* Set DirectDraw helper Caps */
4681 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4682 WINEDDCKEYCAPS_SRCBLT;
4683 fx_caps = WINEDDFXCAPS_BLTALPHA |
4684 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4685 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4686 WINEDDFXCAPS_BLTROTATION90 |
4687 WINEDDFXCAPS_BLTSHRINKX |
4688 WINEDDFXCAPS_BLTSHRINKXN |
4689 WINEDDFXCAPS_BLTSHRINKY |
4690 WINEDDFXCAPS_BLTSHRINKXN |
4691 WINEDDFXCAPS_BLTSTRETCHX |
4692 WINEDDFXCAPS_BLTSTRETCHXN |
4693 WINEDDFXCAPS_BLTSTRETCHY |
4694 WINEDDFXCAPS_BLTSTRETCHYN;
4695 blit_caps = WINEDDCAPS_BLT |
4696 WINEDDCAPS_BLTCOLORFILL |
4697 WINEDDCAPS_BLTDEPTHFILL |
4698 WINEDDCAPS_BLTSTRETCH |
4699 WINEDDCAPS_CANBLTSYSMEM |
4700 WINEDDCAPS_CANCLIP |
4701 WINEDDCAPS_CANCLIPSTRETCHED |
4702 WINEDDCAPS_COLORKEY |
4703 WINEDDCAPS_COLORKEYHWASSIST |
4704 WINEDDCAPS_ALIGNBOUNDARYSRC;
4705 pal_caps = WINEDDPCAPS_8BIT |
4706 WINEDDPCAPS_PRIMARYSURFACE;
4708 /* Fill the ddraw caps structure */
4709 caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4710 WINEDDCAPS_PALETTE |
4712 caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4713 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4714 WINEDDCAPS2_PRIMARYGAMMA |
4715 WINEDDCAPS2_WIDESURFACES |
4716 WINEDDCAPS2_CANRENDERWINDOWED;
4717 caps->DirectDrawCaps.CKeyCaps = ckey_caps;
4718 caps->DirectDrawCaps.FXCaps = fx_caps;
4719 caps->DirectDrawCaps.PalCaps = pal_caps;
4720 caps->DirectDrawCaps.SVBCaps = blit_caps;
4721 caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4722 caps->DirectDrawCaps.SVBFXCaps = fx_caps;
4723 caps->DirectDrawCaps.VSBCaps = blit_caps;
4724 caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4725 caps->DirectDrawCaps.VSBFXCaps = fx_caps;
4726 caps->DirectDrawCaps.SSBCaps = blit_caps;
4727 caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4728 caps->DirectDrawCaps.SSBFXCaps = fx_caps;
4730 caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4731 WINEDDSCAPS_BACKBUFFER |
4733 WINEDDSCAPS_FRONTBUFFER |
4734 WINEDDSCAPS_OFFSCREENPLAIN |
4735 WINEDDSCAPS_PALETTE |
4736 WINEDDSCAPS_PRIMARYSURFACE |
4737 WINEDDSCAPS_SYSTEMMEMORY |
4738 WINEDDSCAPS_VIDEOMEMORY |
4739 WINEDDSCAPS_VISIBLE;
4740 caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4742 /* Set D3D caps if OpenGL is available. */
4743 if (adapter->opengl)
4745 caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
4746 WINEDDSCAPS_MIPMAP |
4747 WINEDDSCAPS_TEXTURE |
4748 WINEDDSCAPS_ZBUFFER;
4749 caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4755 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4756 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4758 IWineD3DDeviceImpl *object;
4761 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4762 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4764 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4765 * number and create a device without a 3D adapter for 2D only operation. */
4766 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4767 return WINED3DERR_INVALIDCALL;
4769 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4772 ERR("Failed to allocate device memory.\n");
4773 return E_OUTOFMEMORY;
4776 hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4779 WARN("Failed to initialize device, hr %#x.\n", hr);
4780 HeapFree(GetProcessHeap(), 0, object);
4784 TRACE("Created device %p.\n", object);
4785 *device = (IWineD3DDevice *)object;
4787 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4792 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4794 TRACE("wined3d %p.\n", wined3d);
4796 return wined3d->parent;
4799 static void WINE_GLAPI invalid_func(const void *data)
4801 ERR("Invalid vertex attribute function called\n");
4805 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4807 ERR("Invalid texcoord function called\n");
4811 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4812 * the extension detection and are used in drawStridedSlow
4814 static void WINE_GLAPI position_d3dcolor(const void *data)
4816 DWORD pos = *((const DWORD *)data);
4818 FIXME("Add a test for fixed function position from d3dcolor type\n");
4819 glVertex4s(D3DCOLOR_B_R(pos),
4825 static void WINE_GLAPI position_float4(const void *data)
4827 const GLfloat *pos = data;
4829 if (pos[3] != 0.0f && pos[3] != 1.0f)
4831 float w = 1.0f / pos[3];
4833 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4841 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4843 DWORD diffuseColor = *((const DWORD *)data);
4845 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4846 D3DCOLOR_B_G(diffuseColor),
4847 D3DCOLOR_B_B(diffuseColor),
4848 D3DCOLOR_B_A(diffuseColor));
4851 static void WINE_GLAPI specular_d3dcolor(const void *data)
4853 DWORD specularColor = *((const DWORD *)data);
4854 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4855 D3DCOLOR_B_G(specularColor),
4856 D3DCOLOR_B_B(specularColor)};
4858 specular_func_3ubv(d);
4861 static void WINE_GLAPI warn_no_specular_func(const void *data)
4863 WARN("GL_EXT_secondary_color not supported\n");
4866 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4868 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4869 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4870 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4871 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4872 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4873 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4874 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4875 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4876 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4877 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4878 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4879 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4880 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4881 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4882 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4883 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4884 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4886 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4887 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4888 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4889 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4890 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4891 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4892 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4893 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4894 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4895 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4896 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4897 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4898 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4899 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4900 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4901 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4902 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4904 /* No 4 component entry points here */
4905 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4906 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4907 if (gl_info->supported[EXT_SECONDARY_COLOR])
4909 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4913 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4915 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4916 if (gl_info->supported[EXT_SECONDARY_COLOR])
4918 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4919 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4923 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4925 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4926 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4927 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4928 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4929 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4930 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4931 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4932 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4933 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4934 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4935 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4936 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4938 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4939 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4941 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4942 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4943 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4944 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4945 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4946 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4947 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4948 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4949 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4950 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4951 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4952 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4953 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4954 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4955 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4956 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4957 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4966 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4967 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4969 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4970 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4971 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4972 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4973 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4974 if (gl_info->supported[NV_HALF_FLOAT])
4976 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4977 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4978 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4980 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4981 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4985 /* Do not call while under the GL lock. */
4986 static BOOL InitAdapters(IWineD3DImpl *This)
4988 static HMODULE mod_gl;
4990 int ps_selected_mode, vs_selected_mode;
4992 /* No need to hold any lock. The calling library makes sure only one thread calls
4993 * wined3d simultaneously
4996 TRACE("Initializing adapters\n");
4999 #ifdef USE_WIN32_OPENGL
5000 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5001 mod_gl = LoadLibraryA("opengl32.dll");
5003 ERR("Can't load opengl32.dll!\n");
5007 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5008 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5009 mod_gl = GetModuleHandleA("gdi32.dll");
5013 /* Load WGL core functions from opengl32.dll */
5014 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5018 if(!pwglGetProcAddress) {
5019 ERR("Unable to load wglGetProcAddress!\n");
5023 /* Dynamically load all GL core functions */
5027 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5028 * otherwise because we have to use winex11.drv's override
5030 #ifdef USE_WIN32_OPENGL
5031 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5032 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5034 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5035 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5038 glEnableWINE = glEnable;
5039 glDisableWINE = glDisable;
5041 /* For now only one default adapter */
5043 struct wined3d_adapter *adapter = &This->adapters[0];
5044 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5045 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5049 WineD3D_PixelFormat *cfgs;
5050 DISPLAY_DEVICEW DisplayDevice;
5053 TRACE("Initializing default adapter\n");
5054 adapter->ordinal = 0;
5055 adapter->monitorPoint.x = -1;
5056 adapter->monitorPoint.y = -1;
5058 if (!AllocateLocallyUniqueId(&adapter->luid))
5060 DWORD err = GetLastError();
5061 ERR("Failed to set adapter LUID (%#x).\n", err);
5064 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5065 adapter->luid.HighPart, adapter->luid.LowPart);
5067 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5069 ERR("Failed to get a gl context for default adapter\n");
5073 ret = IWineD3DImpl_FillGLCaps(adapter);
5075 ERR("Failed to initialize gl caps for default adapter\n");
5076 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5079 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5081 ERR("Failed to init gl formats\n");
5082 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5086 hdc = fake_gl_ctx.dc;
5088 adapter->TextureRam = adapter->driver_info.vidmem;
5089 adapter->UsedTextureRam = 0;
5090 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5092 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5093 DisplayDevice.cb = sizeof(DisplayDevice);
5094 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5095 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5096 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5098 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5105 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5106 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5108 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5109 cfgs = adapter->cfgs;
5110 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5111 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5112 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5113 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5114 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5115 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5116 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5117 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5118 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5119 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5120 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5122 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5124 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5129 /* Cache the pixel format */
5130 cfgs->iPixelFormat = iPixelFormat;
5131 cfgs->redSize = values[0];
5132 cfgs->greenSize = values[1];
5133 cfgs->blueSize = values[2];
5134 cfgs->alphaSize = values[3];
5135 cfgs->colorSize = values[4];
5136 cfgs->depthSize = values[5];
5137 cfgs->stencilSize = values[6];
5138 cfgs->windowDrawable = values[7];
5139 cfgs->iPixelType = values[8];
5140 cfgs->doubleBuffer = values[9];
5141 cfgs->auxBuffers = values[10];
5143 cfgs->numSamples = 0;
5144 /* Check multisample support */
5145 if (gl_info->supported[ARB_MULTISAMPLE])
5147 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5149 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5150 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5151 * value[1] = number of multi sample buffers*/
5153 cfgs->numSamples = value[1];
5157 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5158 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5159 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5160 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5161 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5167 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5168 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5169 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5171 cfgs = adapter->cfgs;
5172 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5174 PIXELFORMATDESCRIPTOR ppfd;
5176 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5180 /* We only want HW acceleration using an OpenGL ICD driver.
5181 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5182 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5184 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5186 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5190 cfgs->iPixelFormat = iPixelFormat;
5191 cfgs->redSize = ppfd.cRedBits;
5192 cfgs->greenSize = ppfd.cGreenBits;
5193 cfgs->blueSize = ppfd.cBlueBits;
5194 cfgs->alphaSize = ppfd.cAlphaBits;
5195 cfgs->colorSize = ppfd.cColorBits;
5196 cfgs->depthSize = ppfd.cDepthBits;
5197 cfgs->stencilSize = ppfd.cStencilBits;
5198 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5199 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5200 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5201 cfgs->auxBuffers = ppfd.cAuxBuffers;
5202 cfgs->numSamples = 0;
5204 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5205 "depth=%d, stencil=%d, windowDrawable=%d\n",
5206 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5207 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5208 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5213 /* 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 */
5216 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5218 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5219 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5224 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5225 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5226 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5227 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5228 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5229 * driver is allowed to consume more bits EXCEPT for stencil bits.
5231 * Mark an adapter with this broken stencil behavior.
5233 adapter->brokenStencil = TRUE;
5234 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5236 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5237 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5238 adapter->brokenStencil = FALSE;
5243 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5245 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5246 fillGLAttribFuncs(&adapter->gl_info);
5247 adapter->opengl = TRUE;
5249 This->adapter_count = 1;
5250 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5255 /* Initialize an adapter for ddraw-only memory counting */
5256 memset(This->adapters, 0, sizeof(This->adapters));
5257 This->adapters[0].ordinal = 0;
5258 This->adapters[0].opengl = FALSE;
5259 This->adapters[0].monitorPoint.x = -1;
5260 This->adapters[0].monitorPoint.y = -1;
5262 This->adapters[0].driver_info.name = "Display";
5263 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5264 if(wined3d_settings.emulated_textureram) {
5265 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5267 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5270 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5272 This->adapter_count = 1;
5276 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5278 const struct wined3d_parent_ops wined3d_null_parent_ops =
5280 wined3d_null_wined3d_object_destroyed,
5283 /* Do not call while under the GL lock. */
5284 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5286 wined3d->dxVersion = version;
5288 wined3d->parent = parent;
5290 if (!InitAdapters(wined3d))
5292 WARN("Failed to initialize adapters.\n");
5295 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);