2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
534 wglFinish(); /* just to be sure */
536 memset(check, 0, sizeof(check));
538 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539 checkGLcall("Reading back the PBO test texture");
541 glDeleteTextures(1, &texture);
542 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543 checkGLcall("PBO test cleanup");
547 if (memcmp(check, pattern, sizeof(check)))
549 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555 TRACE_(d3d_caps)("PBO test successful.\n");
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
562 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569 if (card_vendor != HW_VENDOR_ATI) return FALSE;
570 if (device == CARD_ATI_RADEON_X1600) return FALSE;
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
577 return gl_vendor == GL_VENDOR_FGLRX;
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
609 if(error == GL_NO_ERROR)
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
625 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
636 const char *testcode =
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
651 ERR("Failed to create the NVvp clip test program\n");
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
680 char data[4 * 4 * 4];
684 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
686 memset(data, 0xcc, sizeof(data));
690 glGenTextures(1, &tex);
691 glBindTexture(GL_TEXTURE_2D, tex);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695 checkGLcall("glTexImage2D");
697 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700 checkGLcall("glFramebufferTexture2D");
702 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704 checkGLcall("glCheckFramebufferStatus");
706 memset(data, 0x11, sizeof(data));
707 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708 checkGLcall("glTexSubImage2D");
710 glClearColor(0.996, 0.729, 0.745, 0.792);
711 glClear(GL_COLOR_BUFFER_BIT);
712 checkGLcall("glClear");
714 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glGetTexImage");
717 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719 glBindTexture(GL_TEXTURE_2D, 0);
720 checkGLcall("glBindTexture");
722 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723 glDeleteTextures(1, &tex);
724 checkGLcall("glDeleteTextures");
728 return *(DWORD *)data == 0x11111111;
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
733 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
741 quirk_arb_constants(gl_info);
742 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744 * allow 48 different offsets or other helper immediate values. */
745 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753 * most games, but avoids the crash
755 * A more sophisticated way would be to find all units that need texture coordinates and enable
756 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
759 * Note that disabling the extension entirely does not gain predictability because there is no point
760 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
763 if (gl_info->supported[ARB_POINT_SPRITE])
765 TRACE("Limiting point sprites to one texture unit.\n");
766 gl_info->limits.point_sprite_units = 1;
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
772 quirk_arb_constants(gl_info);
774 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776 * If real NP2 textures are used, the driver falls back to software. We could just remove the
777 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
782 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783 * has this extension promoted to core. The extension loading code sets this extension supported
784 * due to that, so this code works on fglrx as well. */
785 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
787 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
792 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793 * it is generally more efficient. Reserve just 8 constants. */
794 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
800 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
807 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808 * triggering the software fallback. There is not much we can do here apart from disabling the
809 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810 * in IWineD3DImpl_FillGLCaps).
811 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812 * post-processing effects in the game "Max Payne 2").
813 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
814 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
821 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825 * according to the spec.
827 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828 * makes the shader slower and eats instruction slots which should be available to the d3d app.
830 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832 * this workaround is activated on cards that do not need it, it won't break things, just affect
833 * performance negatively. */
834 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
840 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
845 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
850 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
856 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
861 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
866 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868 void (*apply)(struct wined3d_gl_info *gl_info);
869 const char *description;
872 static const struct driver_quirk quirk_table[] =
875 match_ati_r300_to_500,
877 "ATI GLSL constant and normalized texrect quirk"
879 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880 * used it falls back to software. While the compiler can detect if the shader uses all declared
881 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882 * using relative addressing falls back to software.
884 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
887 quirk_apple_glsl_constants,
888 "Apple GLSL uniform override"
893 "Geforce 5 NP2 disable"
898 "Init texcoord .w for Apple Intel GPU driver"
901 match_apple_nonr500ati,
903 "Init texcoord .w for Apple ATI >= r600 GPU driver"
907 quirk_one_point_sprite,
908 "Fglrx point sprite crash workaround"
913 "Reserved varying for gl_ClipPos"
916 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917 * GL implementations accept it. The Mac GL is the only implementation known to
920 * If we can pass 4 component specular colors, do it, because (a) we don't have
921 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922 * passes specular alpha to the pixel shader if any is used. Otherwise the
923 * specular alpha is used to pass the fog coordinate, which we pass to opengl
924 * via GL_EXT_fog_coord.
926 match_allows_spec_alpha,
927 quirk_allows_specular_alpha,
928 "Allow specular alpha quirk"
931 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
936 "Apple NV_texture_shader disable"
939 match_broken_nv_clip,
940 quirk_disable_nvvp_clip,
941 "Apple NV_vertex_program clip bug quirk"
944 match_fbo_tex_update,
945 quirk_fbo_tex_update,
946 "FBO rebind for attachment updates"
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951 * reporting a driver version is moot because we are not the Windows driver, and we have different
952 * bugs, features, etc.
954 * The driver version has the form "x.y.z.w".
956 * "x" is the Windows version the driver is meant for:
963 * "y" is the Direct3D level the driver supports:
970 * "z" is unknown, possibly vendor specific.
972 * "w" is the vendor specific driver version.
974 struct driver_version_information
976 WORD vendor; /* reported PCI card vendor ID */
977 WORD card; /* reported PCI card device ID */
978 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
979 WORD d3d_level; /* driver hiword to report */
980 WORD lopart_hi, lopart_lo; /* driver loword to report */
983 static const struct driver_version_information driver_version_table[] =
985 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
987 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
990 * All version numbers used below are from the Linux nvidia drivers. */
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", 15, 11, 9745 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", 15, 11, 9745 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1028 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1039 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1040 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1042 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1045 static void init_driver_info(struct wined3d_driver_info *driver_info,
1046 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1048 OSVERSIONINFOW os_version;
1049 WORD driver_os_version;
1052 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1054 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1055 vendor = wined3d_settings.pci_vendor_id;
1057 driver_info->vendor = vendor;
1059 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1061 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1062 device = wined3d_settings.pci_device_id;
1064 driver_info->device = device;
1069 driver_info->name = "ati2dvag.dll";
1072 case HW_VENDOR_NVIDIA:
1073 driver_info->name = "nv4_disp.dll";
1076 case HW_VENDOR_INTEL:
1078 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1079 driver_info->name = "Display";
1083 memset(&os_version, 0, sizeof(os_version));
1084 os_version.dwOSVersionInfoSize = sizeof(os_version);
1085 if (!GetVersionExW(&os_version))
1087 ERR("Failed to get OS version, reporting 2000/XP.\n");
1088 driver_os_version = 6;
1092 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1093 switch (os_version.dwMajorVersion)
1096 driver_os_version = 4;
1100 driver_os_version = 6;
1104 if (os_version.dwMinorVersion == 0)
1106 driver_os_version = 7;
1110 if (os_version.dwMinorVersion > 1)
1112 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1113 os_version.dwMajorVersion, os_version.dwMinorVersion);
1115 driver_os_version = 8;
1120 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1121 os_version.dwMajorVersion, os_version.dwMinorVersion);
1122 driver_os_version = 6;
1127 driver_info->description = "Direct3D HAL";
1128 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1129 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1131 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1133 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1135 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1137 driver_info->description = driver_version_table[i].description;
1138 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1139 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1140 driver_version_table[i].lopart_lo);
1145 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1146 driver_info->version_high, driver_info->version_low);
1149 /* Context activation is done by the caller. */
1150 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1151 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1155 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1157 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1158 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1159 quirk_table[i].apply(gl_info);
1162 /* Find out if PBOs work as they are supposed to. */
1163 test_pbo_functionality(gl_info);
1166 static DWORD wined3d_parse_gl_version(const char *gl_version)
1168 const char *ptr = gl_version;
1172 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1174 while (isdigit(*ptr)) ++ptr;
1175 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1179 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1181 return MAKEDWORD_VERSION(major, minor);
1184 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1187 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1188 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1189 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1191 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1192 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1193 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1194 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1195 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1196 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1197 * DirectDraw, not OpenGL. */
1198 if (gl_info->supported[APPLE_FENCE]
1199 && gl_info->supported[APPLE_CLIENT_STORAGE]
1200 && gl_info->supported[APPLE_FLUSH_RENDER]
1201 && gl_info->supported[APPLE_YCBCR_422])
1202 return GL_VENDOR_APPLE;
1204 if (strstr(gl_vendor_string, "NVIDIA"))
1205 return GL_VENDOR_NVIDIA;
1207 if (strstr(gl_vendor_string, "ATI"))
1208 return GL_VENDOR_FGLRX;
1210 if (strstr(gl_vendor_string, "Intel(R)")
1211 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1212 || strstr(gl_renderer, "Intel")
1213 || strstr(gl_vendor_string, "Intel Inc."))
1214 return GL_VENDOR_INTEL;
1216 if (strstr(gl_vendor_string, "Mesa")
1217 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1218 || strstr(gl_vendor_string, "DRI R300 Project")
1219 || strstr(gl_vendor_string, "X.Org R300 Project")
1220 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1221 || strstr(gl_vendor_string, "VMware, Inc.")
1222 || strstr(gl_renderer, "Mesa")
1223 || strstr(gl_renderer, "Gallium"))
1224 return GL_VENDOR_MESA;
1226 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1227 debugstr_a(gl_vendor_string));
1229 return GL_VENDOR_UNKNOWN;
1232 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1234 if (strstr(gl_vendor_string, "NVIDIA"))
1235 return HW_VENDOR_NVIDIA;
1237 if (strstr(gl_vendor_string, "ATI")
1238 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1239 || strstr(gl_vendor_string, "X.Org R300 Project")
1240 || strstr(gl_vendor_string, "DRI R300 Project"))
1241 return HW_VENDOR_ATI;
1243 if (strstr(gl_vendor_string, "Intel(R)")
1244 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1245 || strstr(gl_renderer, "Intel")
1246 || strstr(gl_vendor_string, "Intel Inc."))
1247 return HW_VENDOR_INTEL;
1249 if (strstr(gl_vendor_string, "Mesa")
1250 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1251 || strstr(gl_vendor_string, "VMware, Inc."))
1252 return HW_VENDOR_SOFTWARE;
1254 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1256 return HW_VENDOR_NVIDIA;
1261 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1262 const char *gl_renderer, unsigned int *vidmem)
1264 if (WINE_D3D10_CAPABLE(gl_info))
1266 /* Geforce 400 - highend */
1267 if (strstr(gl_renderer, "GTX 480"))
1270 return CARD_NVIDIA_GEFORCE_GTX480;
1273 /* Geforce 400 - midend high */
1274 if (strstr(gl_renderer, "GTX 470"))
1277 return CARD_NVIDIA_GEFORCE_GTX470;
1280 /* Geforce 300 highend mobile */
1281 if (strstr(gl_renderer, "GTS 350M")
1282 || strstr(gl_renderer, "GTS 360M"))
1285 return CARD_NVIDIA_GEFORCE_GTS350M;
1288 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1289 if (strstr(gl_renderer, "GT 325M")
1290 || strstr(gl_renderer, "GT 330M"))
1293 return CARD_NVIDIA_GEFORCE_GT325M;
1296 /* Geforce 200 - highend */
1297 if (strstr(gl_renderer, "GTX 280")
1298 || strstr(gl_renderer, "GTX 285")
1299 || strstr(gl_renderer, "GTX 295"))
1302 return CARD_NVIDIA_GEFORCE_GTX280;
1305 /* Geforce 200 - midend high */
1306 if (strstr(gl_renderer, "GTX 275"))
1309 return CARD_NVIDIA_GEFORCE_GTX275;
1312 /* Geforce 200 - midend */
1313 if (strstr(gl_renderer, "GTX 260"))
1316 return CARD_NVIDIA_GEFORCE_GTX260;
1318 /* Geforce 200 - midend */
1319 if (strstr(gl_renderer, "GT 240"))
1322 return CARD_NVIDIA_GEFORCE_GT240;
1325 /* Geforce 200 lowend */
1326 if (strstr(gl_renderer, "GT 220"))
1328 *vidmem = 512; /* The GT 220 has 512-1024MB */
1329 return CARD_NVIDIA_GEFORCE_GT220;
1331 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1332 if (strstr(gl_renderer, "Geforce 210")
1333 || strstr(gl_renderer, "G 210")
1334 || strstr(gl_renderer, "Geforce 305")
1335 || strstr(gl_renderer, "Geforce 310"))
1338 return CARD_NVIDIA_GEFORCE_210;
1341 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1342 if (strstr(gl_renderer, "9800")
1343 || strstr(gl_renderer, "GTS 150")
1344 || strstr(gl_renderer, "GTS 250"))
1347 return CARD_NVIDIA_GEFORCE_9800GT;
1350 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1351 if (strstr(gl_renderer, "9600")
1352 || strstr(gl_renderer, "GT 140"))
1354 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1355 return CARD_NVIDIA_GEFORCE_9600GT;
1358 /* Geforce9 - midend low / Geforce 200 - low */
1359 if (strstr(gl_renderer, "9500")
1360 || strstr(gl_renderer, "GT 120")
1361 || strstr(gl_renderer, "GT 130"))
1363 *vidmem = 256; /* The 9500GT has 256-1024MB */
1364 return CARD_NVIDIA_GEFORCE_9500GT;
1367 /* Geforce9 - lowend */
1368 if (strstr(gl_renderer, "9400"))
1370 *vidmem = 256; /* The 9400GT has 256-1024MB */
1371 return CARD_NVIDIA_GEFORCE_9400GT;
1374 /* Geforce9 - lowend low */
1375 if (strstr(gl_renderer, "9100")
1376 || strstr(gl_renderer, "9200")
1377 || strstr(gl_renderer, "9300")
1378 || strstr(gl_renderer, "G 100"))
1380 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1381 return CARD_NVIDIA_GEFORCE_9200;
1384 /* Geforce8 - highend */
1385 if (strstr(gl_renderer, "8800"))
1387 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1388 return CARD_NVIDIA_GEFORCE_8800GTS;
1391 /* Geforce8 - midend mobile */
1392 if (strstr(gl_renderer, "8600 M"))
1395 return CARD_NVIDIA_GEFORCE_8600MGT;
1398 /* Geforce8 - midend */
1399 if (strstr(gl_renderer, "8600")
1400 || strstr(gl_renderer, "8700"))
1403 return CARD_NVIDIA_GEFORCE_8600GT;
1406 /* Geforce8 - lowend */
1407 if (strstr(gl_renderer, "8100")
1408 || strstr(gl_renderer, "8200")
1409 || strstr(gl_renderer, "8300")
1410 || strstr(gl_renderer, "8400")
1411 || strstr(gl_renderer, "8500"))
1413 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1414 return CARD_NVIDIA_GEFORCE_8300GS;
1417 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1419 return CARD_NVIDIA_GEFORCE_8300GS;
1422 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1423 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1425 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1427 /* Geforce7 - highend */
1428 if (strstr(gl_renderer, "7800")
1429 || strstr(gl_renderer, "7900")
1430 || strstr(gl_renderer, "7950")
1431 || strstr(gl_renderer, "Quadro FX 4")
1432 || strstr(gl_renderer, "Quadro FX 5"))
1434 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1435 return CARD_NVIDIA_GEFORCE_7800GT;
1438 /* Geforce7 midend */
1439 if (strstr(gl_renderer, "7600")
1440 || strstr(gl_renderer, "7700"))
1442 *vidmem = 256; /* The 7600 uses 256-512MB */
1443 return CARD_NVIDIA_GEFORCE_7600;
1446 /* Geforce7 lower medium */
1447 if (strstr(gl_renderer, "7400"))
1449 *vidmem = 256; /* The 7400 uses 256-512MB */
1450 return CARD_NVIDIA_GEFORCE_7400;
1453 /* Geforce7 lowend */
1454 if (strstr(gl_renderer, "7300"))
1456 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1457 return CARD_NVIDIA_GEFORCE_7300;
1460 /* Geforce6 highend */
1461 if (strstr(gl_renderer, "6800"))
1463 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1464 return CARD_NVIDIA_GEFORCE_6800;
1467 /* Geforce6 - midend */
1468 if (strstr(gl_renderer, "6600")
1469 || strstr(gl_renderer, "6610")
1470 || strstr(gl_renderer, "6700"))
1472 *vidmem = 128; /* A 6600GT has 128-256MB */
1473 return CARD_NVIDIA_GEFORCE_6600GT;
1476 /* Geforce6/7 lowend */
1478 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1481 if (WINE_D3D9_CAPABLE(gl_info))
1483 /* GeforceFX - highend */
1484 if (strstr(gl_renderer, "5800")
1485 || strstr(gl_renderer, "5900")
1486 || strstr(gl_renderer, "5950")
1487 || strstr(gl_renderer, "Quadro FX"))
1489 *vidmem = 256; /* 5800-5900 cards use 256MB */
1490 return CARD_NVIDIA_GEFORCEFX_5800;
1493 /* GeforceFX - midend */
1494 if (strstr(gl_renderer, "5600")
1495 || strstr(gl_renderer, "5650")
1496 || strstr(gl_renderer, "5700")
1497 || strstr(gl_renderer, "5750"))
1499 *vidmem = 128; /* A 5600 uses 128-256MB */
1500 return CARD_NVIDIA_GEFORCEFX_5600;
1503 /* GeforceFX - lowend */
1504 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1505 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1508 if (WINE_D3D8_CAPABLE(gl_info))
1510 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1512 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1513 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1516 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1517 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1520 if (WINE_D3D7_CAPABLE(gl_info))
1522 if (strstr(gl_renderer, "GeForce4 MX"))
1524 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1525 * early models had 32MB but most have 64MB or even 128MB. */
1527 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1530 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1532 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1533 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1536 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1538 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1539 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1542 /* Most Geforce1 cards have 32MB, there are also some rare 16
1543 * and 64MB (Dell) models. */
1545 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1548 if (strstr(gl_renderer, "TNT2"))
1550 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1551 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1554 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1555 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, unsigned int *vidmem)
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))
1568 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1569 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1570 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1571 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1573 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1574 return CARD_ATI_RADEON_HD5800;
1577 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1578 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1579 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1580 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1582 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1583 return CARD_ATI_RADEON_HD5700;
1586 /* Radeon R7xx HD4800 - highend */
1587 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1588 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1589 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1590 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1591 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1593 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1594 return CARD_ATI_RADEON_HD4800;
1597 /* Radeon R740 HD4700 - midend */
1598 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1599 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1602 return CARD_ATI_RADEON_HD4700;
1605 /* Radeon R730 HD4600 - midend */
1606 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1607 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1608 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1611 return CARD_ATI_RADEON_HD4600;
1614 /* Radeon R710 HD4500/HD4350 - lowend */
1615 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1616 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1619 return CARD_ATI_RADEON_HD4350;
1622 /* Radeon R6xx HD2900/HD3800 - highend */
1623 if (strstr(gl_renderer, "HD 2900")
1624 || strstr(gl_renderer, "HD 3870")
1625 || strstr(gl_renderer, "HD 3850"))
1627 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1628 return CARD_ATI_RADEON_HD2900;
1631 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1632 if (strstr(gl_renderer, "HD 2600")
1633 || strstr(gl_renderer, "HD 3830")
1634 || strstr(gl_renderer, "HD 3690")
1635 || strstr(gl_renderer, "HD 3650"))
1637 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1638 return CARD_ATI_RADEON_HD2600;
1641 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1642 * Note HD2300=DX9, HD2350=DX10 */
1643 if (strstr(gl_renderer, "HD 2350")
1644 || strstr(gl_renderer, "HD 2400")
1645 || strstr(gl_renderer, "HD 3470")
1646 || strstr(gl_renderer, "HD 3450")
1647 || strstr(gl_renderer, "HD 3430")
1648 || strstr(gl_renderer, "HD 3400"))
1650 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1651 return CARD_ATI_RADEON_HD2350;
1654 /* Radeon R6xx/R7xx integrated */
1655 if (strstr(gl_renderer, "HD 3100")
1656 || strstr(gl_renderer, "HD 3200")
1657 || strstr(gl_renderer, "HD 3300"))
1659 *vidmem = 128; /* 128MB */
1660 return CARD_ATI_RADEON_HD3200;
1663 /* Default for when no GPU has been found */
1664 *vidmem = 128; /* 128MB */
1665 return CARD_ATI_RADEON_HD3200;
1668 if (WINE_D3D8_CAPABLE(gl_info))
1671 if (strstr(gl_renderer, "X1600")
1672 || strstr(gl_renderer, "X1650")
1673 || strstr(gl_renderer, "X1800")
1674 || strstr(gl_renderer, "X1900")
1675 || strstr(gl_renderer, "X1950"))
1677 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1678 return CARD_ATI_RADEON_X1600;
1681 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1682 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1683 if (strstr(gl_renderer, "X700")
1684 || strstr(gl_renderer, "X800")
1685 || strstr(gl_renderer, "X850")
1686 || strstr(gl_renderer, "X1300")
1687 || strstr(gl_renderer, "X1400")
1688 || strstr(gl_renderer, "X1450")
1689 || strstr(gl_renderer, "X1550")
1690 || strstr(gl_renderer, "X2300")
1691 || strstr(gl_renderer, "X2500")
1692 || strstr(gl_renderer, "HD 2300")
1695 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1696 return CARD_ATI_RADEON_X700;
1699 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1700 if (strstr(gl_renderer, "Radeon Xpress"))
1702 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1703 return CARD_ATI_RADEON_XPRESS_200M;
1707 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1708 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1711 if (WINE_D3D8_CAPABLE(gl_info))
1713 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1714 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1717 if (WINE_D3D7_CAPABLE(gl_info))
1719 *vidmem = 32; /* There are models with up to 64MB */
1720 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1723 *vidmem = 16; /* There are 16-32MB models */
1724 return CARD_ATI_RAGE_128PRO;
1728 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1729 const char *gl_renderer, unsigned int *vidmem)
1731 if (strstr(gl_renderer, "X3100"))
1733 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1735 return CARD_INTEL_X3100;
1738 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1740 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1742 return CARD_INTEL_I945GM;
1745 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1746 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1747 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1748 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1749 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1750 return CARD_INTEL_I915G;
1754 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1755 const char *gl_renderer, unsigned int *vidmem)
1757 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1759 * Beware: renderer string do not match exact card model,
1760 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1761 if (strstr(gl_renderer, "Gallium"))
1763 /* Radeon R7xx HD4800 - highend */
1764 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1765 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1766 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1768 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1769 return CARD_ATI_RADEON_HD4800;
1772 /* Radeon R740 HD4700 - midend */
1773 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1776 return CARD_ATI_RADEON_HD4700;
1779 /* Radeon R730 HD4600 - midend */
1780 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1783 return CARD_ATI_RADEON_HD4600;
1786 /* Radeon R710 HD4500/HD4350 - lowend */
1787 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1790 return CARD_ATI_RADEON_HD4350;
1793 /* Radeon R6xx HD2900/HD3800 - highend */
1794 if (strstr(gl_renderer, "R600")
1795 || strstr(gl_renderer, "RV670")
1796 || strstr(gl_renderer, "R680"))
1798 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1799 return CARD_ATI_RADEON_HD2900;
1802 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1803 if (strstr(gl_renderer, "RV630")
1804 || strstr(gl_renderer, "RV635"))
1806 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1807 return CARD_ATI_RADEON_HD2600;
1810 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1811 if (strstr(gl_renderer, "RV610")
1812 || strstr(gl_renderer, "RV620"))
1814 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1815 return CARD_ATI_RADEON_HD2350;
1818 /* Radeon R6xx/R7xx integrated */
1819 if (strstr(gl_renderer, "RS780")
1820 || strstr(gl_renderer, "RS880"))
1822 *vidmem = 128; /* 128MB */
1823 return CARD_ATI_RADEON_HD3200;
1827 if (strstr(gl_renderer, "RV530")
1828 || strstr(gl_renderer, "RV535")
1829 || strstr(gl_renderer, "RV560")
1830 || strstr(gl_renderer, "R520")
1831 || strstr(gl_renderer, "RV570")
1832 || strstr(gl_renderer, "R580"))
1834 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1835 return CARD_ATI_RADEON_X1600;
1838 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1839 if (strstr(gl_renderer, "R410")
1840 || strstr(gl_renderer, "R420")
1841 || strstr(gl_renderer, "R423")
1842 || strstr(gl_renderer, "R430")
1843 || strstr(gl_renderer, "R480")
1844 || strstr(gl_renderer, "R481")
1845 || strstr(gl_renderer, "RV410")
1846 || strstr(gl_renderer, "RV515")
1847 || strstr(gl_renderer, "RV516"))
1849 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1850 return CARD_ATI_RADEON_X700;
1853 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1854 if (strstr(gl_renderer, "RS400")
1855 || strstr(gl_renderer, "RS480")
1856 || strstr(gl_renderer, "RS482")
1857 || strstr(gl_renderer, "RS485")
1858 || strstr(gl_renderer, "RS600")
1859 || strstr(gl_renderer, "RS690")
1860 || strstr(gl_renderer, "RS740"))
1862 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1863 return CARD_ATI_RADEON_XPRESS_200M;
1867 if (strstr(gl_renderer, "R300")
1868 || strstr(gl_renderer, "RV350")
1869 || strstr(gl_renderer, "RV351")
1870 || strstr(gl_renderer, "RV360")
1871 || strstr(gl_renderer, "RV370")
1872 || strstr(gl_renderer, "R350")
1873 || strstr(gl_renderer, "R360"))
1875 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1876 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1880 if (WINE_D3D9_CAPABLE(gl_info))
1882 /* Radeon R7xx HD4800 - highend */
1883 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1884 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1885 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1887 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1888 return CARD_ATI_RADEON_HD4800;
1891 /* Radeon R740 HD4700 - midend */
1892 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1895 return CARD_ATI_RADEON_HD4700;
1898 /* Radeon R730 HD4600 - midend */
1899 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1902 return CARD_ATI_RADEON_HD4600;
1905 /* Radeon R710 HD4500/HD4350 - lowend */
1906 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1909 return CARD_ATI_RADEON_HD4350;
1912 /* Radeon R6xx HD2900/HD3800 - highend */
1913 if (strstr(gl_renderer, "(R600")
1914 || strstr(gl_renderer, "(RV670")
1915 || strstr(gl_renderer, "(R680"))
1917 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1918 return CARD_ATI_RADEON_HD2900;
1921 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1922 if (strstr(gl_renderer, "(RV630")
1923 || strstr(gl_renderer, "(RV635"))
1925 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1926 return CARD_ATI_RADEON_HD2600;
1929 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1930 if (strstr(gl_renderer, "(RV610")
1931 || strstr(gl_renderer, "(RV620"))
1933 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1934 return CARD_ATI_RADEON_HD2350;
1937 /* Radeon R6xx/R7xx integrated */
1938 if (strstr(gl_renderer, "(RS780")
1939 || strstr(gl_renderer, "(RS880"))
1941 *vidmem = 128; /* 128MB */
1942 return CARD_ATI_RADEON_HD3200;
1946 if (WINE_D3D8_CAPABLE(gl_info))
1948 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1949 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1952 if (WINE_D3D7_CAPABLE(gl_info))
1954 *vidmem = 32; /* There are models with up to 64MB */
1955 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1958 *vidmem = 16; /* There are 16-32MB models */
1959 return CARD_ATI_RAGE_128PRO;
1963 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1964 const char *gl_renderer, unsigned int *vidmem)
1966 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1967 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1968 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1969 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1970 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1971 return CARD_NVIDIA_RIVA_128;
1974 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1975 const char *gl_renderer, unsigned int *vidmem)
1977 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1978 return CARD_INTEL_I915G;
1982 struct vendor_card_selection
1984 enum wined3d_gl_vendor gl_vendor;
1985 enum wined3d_pci_vendor card_vendor;
1986 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1987 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1988 unsigned int *vidmem );
1991 static const struct vendor_card_selection vendor_card_select_table[] =
1993 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1994 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1995 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1996 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1997 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1998 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1999 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2000 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2001 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2005 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2006 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2008 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2009 * different GPUs with roughly the same features. In most cases GPUs from a
2010 * certain family differ in clockspeeds, the amount of video memory and the
2011 * number of shader pipelines.
2013 * A Direct3D device object contains the PCI id (vendor + device) of the
2014 * videocard which is used for rendering. Various applications use this
2015 * information to get a rough estimation of the features of the card and
2016 * some might use it for enabling 3d effects only on certain types of
2017 * videocards. In some cases games might even use it to work around bugs
2018 * which happen on certain videocards/driver combinations. The problem is
2019 * that OpenGL only exposes a rendering string containing the name of the
2020 * videocard and not the PCI id.
2022 * Various games depend on the PCI id, so somehow we need to provide one.
2023 * A simple option is to parse the renderer string and translate this to
2024 * the right PCI id. This is a lot of work because there are more than 200
2025 * GPUs just for Nvidia. Various cards share the same renderer string, so
2026 * the amount of code might be 'small' but there are quite a number of
2027 * exceptions which would make this a pain to maintain. Another way would
2028 * be to query the PCI id from the operating system (assuming this is the
2029 * videocard which is used for rendering which is not always the case).
2030 * This would work but it is not very portable. Second it would not work
2031 * well in, let's say, a remote X situation in which the amount of 3d
2032 * features which can be used is limited.
2034 * As said most games only use the PCI id to get an indication of the
2035 * capabilities of the card. It doesn't really matter if the given id is
2036 * the correct one if we return the id of a card with similar 3d features.
2038 * The code below checks the OpenGL capabilities of a videocard and matches
2039 * that to a certain level of Direct3D functionality. Once a card passes
2040 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2041 * least a GeforceFX. To give a better estimate we do a basic check on the
2042 * renderer string but if that won't pass we return a default card. This
2043 * way is better than maintaining a full card database as even without a
2044 * full database we can return a card with similar features. Second the
2045 * size of the database can be made quite small because when you know what
2046 * type of 3d functionality a card has, you know to which GPU family the
2047 * GPU must belong. Because of this you only have to check a small part of
2048 * the renderer string to distinguishes between different models from that
2051 * The code also selects a default amount of video memory which we will
2052 * use for an estimation of the amount of free texture memory. In case of
2053 * real D3D the amount of texture memory includes video memory and system
2054 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2055 * HyperMemory). We don't know how much system memory can be addressed by
2056 * the system but we can make a reasonable estimation about the amount of
2057 * video memory. If the value is slightly wrong it doesn't matter as we
2058 * didn't include AGP-like memory which makes the amount of addressable
2059 * memory higher and second OpenGL isn't that critical it moves to system
2060 * memory behind our backs if really needed. Note that the amount of video
2061 * memory can be overruled using a registry setting. */
2065 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2067 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2068 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2070 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2071 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2074 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2075 *gl_vendor, *card_vendor);
2077 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2078 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2079 * them a good generic choice. */
2080 *card_vendor = HW_VENDOR_NVIDIA;
2081 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2082 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2083 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2084 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2085 return CARD_NVIDIA_RIVA_128;
2088 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2090 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2091 int vs_selected_mode, ps_selected_mode;
2093 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2094 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2095 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2096 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2097 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2098 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2099 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2100 else return &ffp_fragment_pipeline;
2103 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2105 int vs_selected_mode, ps_selected_mode;
2107 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2108 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2109 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2110 return &none_shader_backend;
2113 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2115 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2116 int vs_selected_mode, ps_selected_mode;
2118 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2119 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2120 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2121 else return &ffp_blit;
2124 /* Context activation is done by the caller. */
2125 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2127 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2128 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2129 const char *GL_Extensions = NULL;
2130 const char *WGL_Extensions = NULL;
2131 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2132 struct fragment_caps fragment_caps;
2133 enum wined3d_gl_vendor gl_vendor;
2134 enum wined3d_pci_vendor card_vendor;
2135 enum wined3d_pci_device device;
2137 GLfloat gl_floatv[2];
2140 unsigned int vidmem=0;
2144 TRACE_(d3d_caps)("(%p)\n", gl_info);
2148 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2149 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2150 if (!gl_renderer_str)
2153 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2157 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2158 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2162 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2166 /* Parse the GL_VERSION field into major and minor information */
2167 gl_version_str = (const char *)glGetString(GL_VERSION);
2168 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2169 if (!gl_version_str)
2172 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2175 gl_version = wined3d_parse_gl_version(gl_version_str);
2178 * Initialize openGL extension related variables
2179 * with Default values
2181 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2182 gl_info->limits.blends = 1;
2183 gl_info->limits.buffers = 1;
2184 gl_info->limits.textures = 1;
2185 gl_info->limits.fragment_samplers = 1;
2186 gl_info->limits.vertex_samplers = 0;
2187 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2188 gl_info->limits.sampler_stages = 1;
2189 gl_info->limits.glsl_vs_float_constants = 0;
2190 gl_info->limits.glsl_ps_float_constants = 0;
2191 gl_info->limits.arb_vs_float_constants = 0;
2192 gl_info->limits.arb_vs_native_constants = 0;
2193 gl_info->limits.arb_vs_instructions = 0;
2194 gl_info->limits.arb_vs_temps = 0;
2195 gl_info->limits.arb_ps_float_constants = 0;
2196 gl_info->limits.arb_ps_local_constants = 0;
2197 gl_info->limits.arb_ps_instructions = 0;
2198 gl_info->limits.arb_ps_temps = 0;
2200 /* Retrieve opengl defaults */
2201 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2202 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2203 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2205 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2206 gl_info->limits.lights = gl_max;
2207 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2209 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2210 gl_info->limits.texture_size = gl_max;
2211 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2213 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2214 gl_info->limits.pointsize_min = gl_floatv[0];
2215 gl_info->limits.pointsize_max = gl_floatv[1];
2216 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2218 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2219 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2223 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2229 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2231 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2233 while (*GL_Extensions)
2236 char current_ext[256];
2238 while (isspace(*GL_Extensions)) ++GL_Extensions;
2239 start = GL_Extensions;
2240 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2242 len = GL_Extensions - start;
2243 if (!len || len >= sizeof(current_ext)) continue;
2245 memcpy(current_ext, start, len);
2246 current_ext[len] = '\0';
2247 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2249 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2251 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2253 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2254 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2260 /* Now work out what GL support this card really has */
2261 #define USE_GL_FUNC(type, pfn, ext, replace) \
2263 DWORD ver = ver_for_ext(ext); \
2264 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2265 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2266 else gl_info->pfn = NULL; \
2271 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2277 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2278 * loading the functions, otherwise the code above will load the extension entry points instead of the
2279 * core functions, which may not work. */
2280 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2282 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2283 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2285 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2286 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2290 if (gl_info->supported[APPLE_FENCE])
2292 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2293 * The apple extension interacts with some other apple exts. Disable the NV
2294 * extension if the apple one is support to prevent confusion in other parts
2296 gl_info->supported[NV_FENCE] = FALSE;
2298 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2300 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2302 * The enums are the same:
2303 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2304 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2305 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2306 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2307 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2309 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2311 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2312 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2314 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2316 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2317 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2320 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2322 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2323 * functionality. Prefer the ARB extension */
2324 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2326 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2328 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2329 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2331 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2333 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2334 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2336 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2338 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2339 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2341 if (gl_info->supported[NV_TEXTURE_SHADER2])
2343 if (gl_info->supported[NV_REGISTER_COMBINERS])
2345 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2346 * are supported. The nv extensions provide the same functionality as the
2347 * ATI one, and a bit more(signed pixelformats). */
2348 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2352 if (gl_info->supported[NV_REGISTER_COMBINERS])
2354 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2355 gl_info->limits.general_combiners = gl_max;
2356 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2358 if (gl_info->supported[ARB_DRAW_BUFFERS])
2360 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2361 gl_info->limits.buffers = gl_max;
2362 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2364 if (gl_info->supported[ARB_MULTITEXTURE])
2366 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2367 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2368 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2370 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2373 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2374 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2378 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2380 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2382 if (gl_info->supported[ARB_VERTEX_SHADER])
2385 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2386 gl_info->limits.vertex_samplers = tmp;
2387 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2388 gl_info->limits.combined_samplers = tmp;
2390 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2391 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2392 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2393 * shader is used with fixed function vertex processing we're fine too because fixed function
2394 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2395 * used we have to make sure that all vertex sampler setups are valid together with all
2396 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2397 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2398 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2399 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2400 * a fixed function pipeline anymore.
2402 * So this is just a check to check that our assumption holds true. If not, write a warning
2403 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2404 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2405 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2407 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2408 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2409 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2410 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2411 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2413 gl_info->limits.vertex_samplers = 0;
2418 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2420 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2421 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2423 if (gl_info->supported[ARB_VERTEX_BLEND])
2425 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2426 gl_info->limits.blends = gl_max;
2427 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2429 if (gl_info->supported[EXT_TEXTURE3D])
2431 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2432 gl_info->limits.texture3d_size = gl_max;
2433 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2435 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2437 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2438 gl_info->limits.anisotropy = gl_max;
2439 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2441 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2443 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2444 gl_info->limits.arb_ps_float_constants = gl_max;
2445 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2446 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2447 gl_info->limits.arb_ps_native_constants = gl_max;
2448 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2449 gl_info->limits.arb_ps_native_constants);
2450 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2451 gl_info->limits.arb_ps_temps = gl_max;
2452 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2453 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2454 gl_info->limits.arb_ps_instructions = gl_max;
2455 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2456 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2457 gl_info->limits.arb_ps_local_constants = gl_max;
2458 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2460 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2462 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2463 gl_info->limits.arb_vs_float_constants = gl_max;
2464 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2465 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2466 gl_info->limits.arb_vs_native_constants = gl_max;
2467 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2468 gl_info->limits.arb_vs_native_constants);
2469 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2470 gl_info->limits.arb_vs_temps = gl_max;
2471 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2472 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2473 gl_info->limits.arb_vs_instructions = gl_max;
2474 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2476 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2478 if (gl_info->supported[ARB_VERTEX_SHADER])
2480 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2481 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2482 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2484 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2486 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2487 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2488 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2489 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2490 gl_info->limits.glsl_varyings = gl_max;
2491 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2493 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2495 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2496 unsigned int major, minor;
2498 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2500 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2501 sscanf(str, "%u.%u", &major, &minor);
2502 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2504 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2506 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2510 gl_info->limits.shininess = 128.0f;
2512 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2514 /* If we have full NP2 texture support, disable
2515 * GL_ARB_texture_rectangle because we will never use it.
2516 * This saves a few redundant glDisable calls. */
2517 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2519 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2521 /* Disable NV_register_combiners and fragment shader if this is supported.
2522 * generally the NV extensions are preferred over the ATI ones, and this
2523 * extension is disabled if register_combiners and texture_shader2 are both
2524 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2525 * fragment processing support. */
2526 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2527 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2528 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2529 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2531 if (gl_info->supported[NV_HALF_FLOAT])
2533 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2534 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2536 if (gl_info->supported[ARB_POINT_SPRITE])
2538 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2542 gl_info->limits.point_sprite_units = 0;
2544 checkGLcall("extension detection");
2548 adapter->fragment_pipe = select_fragment_implementation(adapter);
2549 adapter->shader_backend = select_shader_backend(adapter);
2550 adapter->blitter = select_blit_implementation(adapter);
2552 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2553 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2554 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2556 /* In some cases the number of texture stages can be larger than the number
2557 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2558 * shaders), but 8 texture stages (register combiners). */
2559 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2561 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2563 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2564 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2565 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2566 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2567 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2568 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2569 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2570 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2571 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2572 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2573 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2574 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2575 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2576 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2577 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2578 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2579 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2580 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2581 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2585 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2587 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2588 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2589 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2590 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2591 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2592 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2593 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2594 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2595 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2596 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2597 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2598 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2599 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2600 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2601 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2602 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2603 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2605 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2607 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2608 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2610 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2612 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2614 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2616 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2620 /* MRTs are currently only supported when FBOs are used. */
2621 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2623 gl_info->limits.buffers = 1;
2626 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2627 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2628 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2630 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2631 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2633 /* If we have an estimate use it, else default to 64MB; */
2635 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2637 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2639 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2640 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2641 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2642 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2643 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2644 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2645 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2646 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2648 /* Make sure there's an active HDC else the WGL extensions will fail */
2649 hdc = pwglGetCurrentDC();
2651 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2652 if(GL_EXTCALL(wglGetExtensionsStringARB))
2653 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2655 if (NULL == WGL_Extensions) {
2656 ERR(" WGL_Extensions returns NULL\n");
2658 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2659 while (*WGL_Extensions != 0x00) {
2663 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2664 Start = WGL_Extensions;
2665 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2669 len = WGL_Extensions - Start;
2670 if (len == 0 || len >= sizeof(ThisExtn))
2673 memcpy(ThisExtn, Start, len);
2674 ThisExtn[len] = '\0';
2675 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2677 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2678 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2679 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2681 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2682 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2683 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2689 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2690 init_driver_info(driver_info, card_vendor, device);
2691 add_gl_compat_wrappers(gl_info);
2696 /**********************************************************
2697 * IWineD3D implementation follows
2698 **********************************************************/
2700 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2701 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2703 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2705 return This->adapter_count;
2708 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2710 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2715 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2716 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2718 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2720 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2724 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2727 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2728 of the same bpp but different resolutions */
2730 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2731 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2732 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2733 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2735 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2739 /* TODO: Store modes per adapter and read it from the adapter structure */
2740 if (Adapter == 0) { /* Display */
2741 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2742 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2747 memset(&mode, 0, sizeof(mode));
2748 mode.dmSize = sizeof(mode);
2750 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2754 if (Format == WINED3DFMT_UNKNOWN)
2756 /* This is for D3D8, do not enumerate P8 here */
2757 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2759 else if (mode.dmBitsPerPel == format_bits)
2765 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2768 FIXME_(d3d_caps)("Adapter not primary display\n");
2773 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2774 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2775 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2776 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2778 /* Validate the parameters as much as possible */
2779 if (NULL == pMode ||
2780 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2781 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2782 return WINED3DERR_INVALIDCALL;
2785 /* TODO: Store modes per adapter and read it from the adapter structure */
2788 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2789 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2795 ZeroMemory(&DevModeW, sizeof(DevModeW));
2796 DevModeW.dmSize = sizeof(DevModeW);
2798 /* If we are filtering to a specific format (D3D9), then need to skip
2799 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2800 just count through the ones with valid bit depths */
2801 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2803 if (Format == WINED3DFMT_UNKNOWN)
2805 /* This is for D3D8, do not enumerate P8 here */
2806 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2808 else if (DevModeW.dmBitsPerPel == format_bits)
2815 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2816 return WINED3DERR_INVALIDCALL;
2820 /* Now get the display mode via the calculated index */
2821 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2822 pMode->Width = DevModeW.dmPelsWidth;
2823 pMode->Height = DevModeW.dmPelsHeight;
2824 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2825 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2826 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2828 if (Format == WINED3DFMT_UNKNOWN) {
2829 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2831 pMode->Format = Format;
2834 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2835 return WINED3DERR_INVALIDCALL;
2838 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2839 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2840 DevModeW.dmBitsPerPel);
2845 FIXME_(d3d_caps)("Adapter not primary display\n");
2851 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2853 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2855 if (NULL == pMode ||
2856 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2857 return WINED3DERR_INVALIDCALL;
2860 if (Adapter == 0) { /* Display */
2864 ZeroMemory(&DevModeW, sizeof(DevModeW));
2865 DevModeW.dmSize = sizeof(DevModeW);
2867 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2868 pMode->Width = DevModeW.dmPelsWidth;
2869 pMode->Height = DevModeW.dmPelsHeight;
2870 bpp = DevModeW.dmBitsPerPel;
2871 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2872 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2874 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2877 pMode->Format = pixelformat_for_depth(bpp);
2879 FIXME_(d3d_caps)("Adapter not primary display\n");
2882 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2883 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2887 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2888 and fields being inserted in the middle, a new structure is used in place */
2889 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2890 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2891 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2892 struct wined3d_adapter *adapter;
2895 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2897 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2898 return WINED3DERR_INVALIDCALL;
2901 adapter = &This->adapters[Adapter];
2903 /* Return the information requested */
2904 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2906 if (pIdentifier->driver_size)
2908 const char *name = adapter->driver_info.name;
2909 len = min(strlen(name), pIdentifier->driver_size - 1);
2910 memcpy(pIdentifier->driver, name, len);
2911 pIdentifier->driver[len] = '\0';
2914 if (pIdentifier->description_size)
2916 const char *description = adapter->driver_info.description;
2917 len = min(strlen(description), pIdentifier->description_size - 1);
2918 memcpy(pIdentifier->description, description, len);
2919 pIdentifier->description[len] = '\0';
2922 /* Note that d3d8 doesn't supply a device name. */
2923 if (pIdentifier->device_name_size)
2925 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2927 len = strlen(device_name);
2928 if (len >= pIdentifier->device_name_size)
2930 ERR("Device name size too small.\n");
2931 return WINED3DERR_INVALIDCALL;
2934 memcpy(pIdentifier->device_name, device_name, len);
2935 pIdentifier->device_name[len] = '\0';
2938 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2939 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2940 pIdentifier->vendor_id = adapter->driver_info.vendor;
2941 pIdentifier->device_id = adapter->driver_info.device;
2942 pIdentifier->subsystem_id = 0;
2943 pIdentifier->revision = 0;
2944 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2945 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2946 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2947 pIdentifier->video_memory = adapter->TextureRam;
2952 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2953 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2955 short redSize, greenSize, blueSize, alphaSize, colorBits;
2960 /* Float formats need FBOs. If FBOs are used this function isn't called */
2961 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2963 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2964 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2966 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2970 if(cfg->redSize < redSize)
2973 if(cfg->greenSize < greenSize)
2976 if(cfg->blueSize < blueSize)
2979 if(cfg->alphaSize < alphaSize)
2985 /* Probably a RGBA_float or color index mode */
2989 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2990 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2992 short depthSize, stencilSize;
2993 BOOL lockable = FALSE;
2998 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
3000 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3004 /* Float formats need FBOs. If FBOs are used this function isn't called */
3005 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3007 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
3010 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3011 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3012 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3013 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3016 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3017 * allow more stencil bits than requested. */
3018 if(cfg->stencilSize < stencilSize)
3024 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3025 WINED3DFORMAT AdapterFormat,
3026 WINED3DFORMAT RenderTargetFormat,
3027 WINED3DFORMAT DepthStencilFormat) {
3028 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3030 const WineD3D_PixelFormat *cfgs;
3031 const struct wined3d_adapter *adapter;
3032 const struct wined3d_format_desc *rt_format_desc;
3033 const struct wined3d_format_desc *ds_format_desc;
3036 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3038 DeviceType, debug_d3ddevicetype(DeviceType),
3039 AdapterFormat, debug_d3dformat(AdapterFormat),
3040 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3041 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3043 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3044 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3045 return WINED3DERR_INVALIDCALL;
3048 adapter = &This->adapters[Adapter];
3049 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3050 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3051 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3053 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3054 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3055 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3061 cfgs = adapter->cfgs;
3062 nCfgs = adapter->nCfgs;
3063 for (it = 0; it < nCfgs; ++it) {
3064 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3066 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3068 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3074 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3076 return WINED3DERR_NOTAVAILABLE;
3079 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3080 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3082 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3083 const struct wined3d_format_desc *glDesc;
3084 const struct wined3d_adapter *adapter;
3086 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3089 DeviceType, debug_d3ddevicetype(DeviceType),
3090 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3095 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3096 return WINED3DERR_INVALIDCALL;
3099 /* TODO: handle Windowed, add more quality levels */
3101 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3102 if(pQualityLevels) *pQualityLevels = 1;
3106 /* By default multisampling is disabled right now as it causes issues
3107 * on some Nvidia driver versions and it doesn't work well in combination
3109 if(!wined3d_settings.allow_multisampling)
3110 return WINED3DERR_NOTAVAILABLE;
3112 adapter = &This->adapters[Adapter];
3113 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3114 if (!glDesc) return WINED3DERR_INVALIDCALL;
3116 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3118 const WineD3D_PixelFormat *cfgs;
3120 cfgs = adapter->cfgs;
3121 nCfgs = adapter->nCfgs;
3122 for(i=0; i<nCfgs; i++) {
3123 if(cfgs[i].numSamples != MultiSampleType)
3126 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3129 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3132 *pQualityLevels = 1; /* Guess at a value! */
3136 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3137 short redSize, greenSize, blueSize, alphaSize, colorBits;
3139 const WineD3D_PixelFormat *cfgs;
3141 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3143 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3144 return WINED3DERR_NOTAVAILABLE;
3147 cfgs = adapter->cfgs;
3148 nCfgs = adapter->nCfgs;
3149 for(i=0; i<nCfgs; i++) {
3150 if(cfgs[i].numSamples != MultiSampleType)
3152 if(cfgs[i].redSize != redSize)
3154 if(cfgs[i].greenSize != greenSize)
3156 if(cfgs[i].blueSize != blueSize)
3158 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3159 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3161 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3164 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3167 *pQualityLevels = 1; /* Guess at a value! */
3171 return WINED3DERR_NOTAVAILABLE;
3174 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3175 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3177 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3180 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3181 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3182 debug_d3dformat(BackBufferFormat), Windowed);
3184 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3185 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3186 return WINED3DERR_INVALIDCALL;
3189 /* The task of this function is to check whether a certain display / backbuffer format
3190 * combination is available on the given adapter. In fullscreen mode microsoft specified
3191 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3192 * and display format should match exactly.
3193 * In windowed mode format conversion can occur and this depends on the driver. When format
3194 * conversion is done, this function should nevertheless fail and applications need to use
3195 * CheckDeviceFormatConversion.
3196 * At the moment we assume that fullscreen and windowed have the same capabilities */
3198 /* There are only 4 display formats */
3199 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3200 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3201 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3202 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3204 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3205 return WINED3DERR_NOTAVAILABLE;
3208 /* If the requested DisplayFormat is not available, don't continue */
3209 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3211 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3212 return WINED3DERR_NOTAVAILABLE;
3215 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3216 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3217 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3218 return WINED3DERR_NOTAVAILABLE;
3221 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3222 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3224 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3225 return WINED3DERR_NOTAVAILABLE;
3228 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3229 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3230 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3232 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3233 return WINED3DERR_NOTAVAILABLE;
3236 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3237 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3238 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3240 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3241 return WINED3DERR_NOTAVAILABLE;
3244 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3245 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3246 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3248 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3249 return WINED3DERR_NOTAVAILABLE;
3252 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3253 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3255 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3261 /* Check if we support bumpmapping for a format */
3262 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3264 /* Ask the fixed function pipeline implementation if it can deal
3265 * with the conversion. If we've got a GL extension giving native
3266 * support this will be an identity conversion. */
3267 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3268 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3271 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3272 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3273 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3277 /* Only allow depth/stencil formats */
3278 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3280 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3282 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3283 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3287 /* Walk through all WGL pixel formats to find a match */
3288 for (it = 0; it < adapter->nCfgs; ++it)
3290 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3291 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3293 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3304 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3306 /* The flags entry of a format contains the filtering capability */
3307 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3312 /* Check the render target capabilities of a format */
3313 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3314 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3316 /* Filter out non-RT formats */
3317 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3318 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3319 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3321 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3322 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3324 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3325 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3327 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3328 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3329 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3330 TRACE_(d3d_caps)("[FAILED]\n");
3334 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3335 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3336 for (it = 0; it < adapter->nCfgs; ++it)
3338 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3339 &cfgs[it], check_format_desc))
3341 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3342 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3347 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3349 /* For now return TRUE for FBOs until we have some proper checks.
3350 * Note that this function will only be called when the format is around for texturing. */
3356 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3358 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3359 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3362 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3364 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3365 * doing the color fixup in shaders.
3366 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3367 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3369 int vs_selected_mode;
3370 int ps_selected_mode;
3371 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3373 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3374 TRACE_(d3d_caps)("[OK]\n");
3379 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3383 /* Check if a format support blending in combination with pixel shaders */
3384 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3385 const struct wined3d_format_desc *format_desc)
3387 /* The flags entry of a format contains the post pixel shader blending capability */
3388 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3393 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3395 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3396 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3397 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3398 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3399 * capability anyway.
3401 * For now lets report this on all formats, but in the future we may want to
3402 * restrict it to some should games need that
3407 /* Check if a texture format is supported on the given adapter */
3408 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3410 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3412 switch (format_desc->format)
3415 * supported: RGB(A) formats
3417 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3418 case WINED3DFMT_B8G8R8A8_UNORM:
3419 case WINED3DFMT_B8G8R8X8_UNORM:
3420 case WINED3DFMT_B5G6R5_UNORM:
3421 case WINED3DFMT_B5G5R5X1_UNORM:
3422 case WINED3DFMT_B5G5R5A1_UNORM:
3423 case WINED3DFMT_B4G4R4A4_UNORM:
3424 case WINED3DFMT_A8_UNORM:
3425 case WINED3DFMT_B4G4R4X4_UNORM:
3426 case WINED3DFMT_R8G8B8A8_UNORM:
3427 case WINED3DFMT_R8G8B8X8_UNORM:
3428 case WINED3DFMT_B10G10R10A2_UNORM:
3429 case WINED3DFMT_R10G10B10A2_UNORM:
3430 case WINED3DFMT_R16G16_UNORM:
3431 TRACE_(d3d_caps)("[OK]\n");
3434 case WINED3DFMT_B2G3R3_UNORM:
3435 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3439 * Not supported: Palettized
3440 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3441 * Since it is not widely available, don't offer it. Further no Windows driver offers
3442 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3444 case WINED3DFMT_P8_UINT:
3445 case WINED3DFMT_P8_UINT_A8_UNORM:
3449 * Supported: (Alpha)-Luminance
3451 case WINED3DFMT_L8_UNORM:
3452 case WINED3DFMT_L8A8_UNORM:
3453 case WINED3DFMT_L16_UNORM:
3454 TRACE_(d3d_caps)("[OK]\n");
3457 /* Not supported on Windows, thus disabled */
3458 case WINED3DFMT_L4A4_UNORM:
3459 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3463 * Supported: Depth/Stencil formats
3465 case WINED3DFMT_D16_LOCKABLE:
3466 case WINED3DFMT_D16_UNORM:
3467 case WINED3DFMT_S1_UINT_D15_UNORM:
3468 case WINED3DFMT_X8D24_UNORM:
3469 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3470 case WINED3DFMT_D24_UNORM_S8_UINT:
3471 case WINED3DFMT_S8_UINT_D24_FLOAT:
3472 case WINED3DFMT_D32_UNORM:
3473 case WINED3DFMT_D32_FLOAT:
3477 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3478 * GL_NV_texture_shader). Emulated by shaders
3480 case WINED3DFMT_R8G8_SNORM:
3481 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3482 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3483 case WINED3DFMT_R8G8B8A8_SNORM:
3484 case WINED3DFMT_R16G16_SNORM:
3485 /* Ask the shader backend if it can deal with the conversion. If
3486 * we've got a GL extension giving native support this will be an
3487 * identity conversion. */
3488 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3490 TRACE_(d3d_caps)("[OK]\n");
3493 TRACE_(d3d_caps)("[FAILED]\n");
3496 case WINED3DFMT_DXT1:
3497 case WINED3DFMT_DXT2:
3498 case WINED3DFMT_DXT3:
3499 case WINED3DFMT_DXT4:
3500 case WINED3DFMT_DXT5:
3501 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3503 TRACE_(d3d_caps)("[OK]\n");
3506 TRACE_(d3d_caps)("[FAILED]\n");
3511 * Odd formats - not supported
3513 case WINED3DFMT_VERTEXDATA:
3514 case WINED3DFMT_R16_UINT:
3515 case WINED3DFMT_R32_UINT:
3516 case WINED3DFMT_R16G16B16A16_SNORM:
3517 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3518 case WINED3DFMT_R10G11B11_SNORM:
3519 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3523 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3525 case WINED3DFMT_R8G8_SNORM_Cx:
3526 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3530 case WINED3DFMT_UYVY:
3531 case WINED3DFMT_YUY2:
3532 if (gl_info->supported[APPLE_YCBCR_422])
3534 TRACE_(d3d_caps)("[OK]\n");
3537 TRACE_(d3d_caps)("[FAILED]\n");
3539 case WINED3DFMT_YV12:
3540 TRACE_(d3d_caps)("[FAILED]\n");
3544 case WINED3DFMT_R16G16B16A16_UNORM:
3545 case WINED3DFMT_B2G3R3A8_UNORM:
3546 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3549 /* Floating point formats */
3550 case WINED3DFMT_R16_FLOAT:
3551 case WINED3DFMT_R16G16_FLOAT:
3552 case WINED3DFMT_R16G16B16A16_FLOAT:
3553 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3555 TRACE_(d3d_caps)("[OK]\n");
3558 TRACE_(d3d_caps)("[FAILED]\n");
3561 case WINED3DFMT_R32_FLOAT:
3562 case WINED3DFMT_R32G32_FLOAT:
3563 case WINED3DFMT_R32G32B32A32_FLOAT:
3564 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3566 TRACE_(d3d_caps)("[OK]\n");
3569 TRACE_(d3d_caps)("[FAILED]\n");
3572 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3573 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3574 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3575 * We can do instancing with all shader versions, but we need vertex shaders.
3577 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3578 * to enable instancing. WineD3D doesn't need that and just ignores it.
3580 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3582 case WINED3DFMT_INST:
3583 TRACE("ATI Instancing check hack\n");
3584 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3586 TRACE_(d3d_caps)("[OK]\n");
3589 TRACE_(d3d_caps)("[FAILED]\n");
3592 /* Some weird FOURCC formats */
3593 case WINED3DFMT_R8G8_B8G8:
3594 case WINED3DFMT_G8R8_G8B8:
3595 case WINED3DFMT_MULTI2_ARGB8:
3596 TRACE_(d3d_caps)("[FAILED]\n");
3599 /* Vendor specific formats */
3600 case WINED3DFMT_ATI2N:
3601 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3602 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3604 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3605 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3607 TRACE_(d3d_caps)("[OK]\n");
3611 TRACE_(d3d_caps)("[OK]\n");
3614 TRACE_(d3d_caps)("[FAILED]\n");
3617 case WINED3DFMT_NVHU:
3618 case WINED3DFMT_NVHS:
3619 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3620 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3621 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3622 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3623 * Applications have to deal with not having NVHS and NVHU.
3625 TRACE_(d3d_caps)("[FAILED]\n");
3628 case WINED3DFMT_UNKNOWN:
3632 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3638 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3639 const struct wined3d_format_desc *adapter_format_desc,
3640 const struct wined3d_format_desc *check_format_desc,
3641 WINED3DSURFTYPE SurfaceType)
3643 if(SurfaceType == SURFACE_GDI) {
3644 switch(check_format_desc->format)
3646 case WINED3DFMT_B8G8R8_UNORM:
3647 case WINED3DFMT_B8G8R8A8_UNORM:
3648 case WINED3DFMT_B8G8R8X8_UNORM:
3649 case WINED3DFMT_B5G6R5_UNORM:
3650 case WINED3DFMT_B5G5R5X1_UNORM:
3651 case WINED3DFMT_B5G5R5A1_UNORM:
3652 case WINED3DFMT_B4G4R4A4_UNORM:
3653 case WINED3DFMT_B2G3R3_UNORM:
3654 case WINED3DFMT_A8_UNORM:
3655 case WINED3DFMT_B2G3R3A8_UNORM:
3656 case WINED3DFMT_B4G4R4X4_UNORM:
3657 case WINED3DFMT_R10G10B10A2_UNORM:
3658 case WINED3DFMT_R8G8B8A8_UNORM:
3659 case WINED3DFMT_R8G8B8X8_UNORM:
3660 case WINED3DFMT_R16G16_UNORM:
3661 case WINED3DFMT_B10G10R10A2_UNORM:
3662 case WINED3DFMT_R16G16B16A16_UNORM:
3663 case WINED3DFMT_P8_UINT:
3664 TRACE_(d3d_caps)("[OK]\n");
3667 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3672 /* All format that are supported for textures are supported for surfaces as well */
3673 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3674 /* All depth stencil formats are supported on surfaces */
3675 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3677 /* If opengl can't process the format natively, the blitter may be able to convert it */
3678 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3679 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3680 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3682 TRACE_(d3d_caps)("[OK]\n");
3686 /* Reject other formats */
3687 TRACE_(d3d_caps)("[FAILED]\n");
3691 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3692 const struct wined3d_format_desc *format_desc)
3694 return adapter->gl_info.limits.vertex_samplers
3695 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3698 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3699 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3700 WINED3DSURFTYPE SurfaceType)
3702 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3703 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3704 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3705 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3706 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3707 DWORD UsageCaps = 0;
3709 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3712 DeviceType, debug_d3ddevicetype(DeviceType),
3713 AdapterFormat, debug_d3dformat(AdapterFormat),
3714 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3715 RType, debug_d3dresourcetype(RType),
3716 CheckFormat, debug_d3dformat(CheckFormat));
3718 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3719 return WINED3DERR_INVALIDCALL;
3724 case WINED3DRTYPE_CUBETEXTURE:
3725 /* Cubetexture allows:
3726 * - WINED3DUSAGE_AUTOGENMIPMAP
3727 * - WINED3DUSAGE_DEPTHSTENCIL
3728 * - WINED3DUSAGE_DYNAMIC
3729 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3730 * - WINED3DUSAGE_RENDERTARGET
3731 * - WINED3DUSAGE_SOFTWAREPROCESSING
3732 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3734 if (SurfaceType != SURFACE_OPENGL)
3736 TRACE_(d3d_caps)("[FAILED]\n");
3737 return WINED3DERR_NOTAVAILABLE;
3740 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3742 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3743 return WINED3DERR_NOTAVAILABLE;
3746 if (!CheckTextureCapability(adapter, format_desc))
3748 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3749 return WINED3DERR_NOTAVAILABLE;
3752 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3754 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3755 /* When autogenmipmap isn't around continue and return
3756 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3757 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3759 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3762 /* Always report dynamic locking. */
3763 if (Usage & WINED3DUSAGE_DYNAMIC)
3764 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3766 if (Usage & WINED3DUSAGE_RENDERTARGET)
3768 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3770 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3771 return WINED3DERR_NOTAVAILABLE;
3773 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3776 /* Always report software processing. */
3777 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3778 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3780 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3782 if (!CheckFilterCapability(adapter, format_desc))
3784 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3785 return WINED3DERR_NOTAVAILABLE;
3787 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3790 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3792 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3794 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3795 return WINED3DERR_NOTAVAILABLE;
3797 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3800 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3802 if (!CheckSrgbReadCapability(adapter, format_desc))
3804 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3805 return WINED3DERR_NOTAVAILABLE;
3807 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3810 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3812 if (!CheckSrgbWriteCapability(adapter, format_desc))
3814 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3817 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3820 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3822 if (!CheckVertexTextureCapability(adapter, format_desc))
3824 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3825 return WINED3DERR_NOTAVAILABLE;
3827 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3830 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3832 if (!CheckWrapAndMipCapability(adapter, format_desc))
3834 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3835 return WINED3DERR_NOTAVAILABLE;
3837 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3841 case WINED3DRTYPE_SURFACE:
3843 * - WINED3DUSAGE_DEPTHSTENCIL
3844 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3845 * - WINED3DUSAGE_RENDERTARGET
3847 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3849 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3850 return WINED3DERR_NOTAVAILABLE;
3853 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3855 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3857 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3858 return WINED3DERR_NOTAVAILABLE;
3860 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3863 if (Usage & WINED3DUSAGE_RENDERTARGET)
3865 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3867 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3868 return WINED3DERR_NOTAVAILABLE;
3870 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3873 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3875 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3877 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3878 return WINED3DERR_NOTAVAILABLE;
3880 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3884 case WINED3DRTYPE_TEXTURE:
3886 * - WINED3DUSAGE_AUTOGENMIPMAP
3887 * - WINED3DUSAGE_DEPTHSTENCIL
3888 * - WINED3DUSAGE_DMAP
3889 * - WINED3DUSAGE_DYNAMIC
3890 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3891 * - WINED3DUSAGE_RENDERTARGET
3892 * - WINED3DUSAGE_SOFTWAREPROCESSING
3893 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3894 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3896 if (SurfaceType != SURFACE_OPENGL)
3898 TRACE_(d3d_caps)("[FAILED]\n");
3899 return WINED3DERR_NOTAVAILABLE;
3902 if (!CheckTextureCapability(adapter, format_desc))
3904 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3905 return WINED3DERR_NOTAVAILABLE;
3908 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3910 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3911 /* When autogenmipmap isn't around continue and return
3912 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3913 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3915 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3918 /* Always report dynamic locking. */
3919 if (Usage & WINED3DUSAGE_DYNAMIC)
3920 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3922 if (Usage & WINED3DUSAGE_RENDERTARGET)
3924 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3926 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3927 return WINED3DERR_NOTAVAILABLE;
3929 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3932 /* Always report software processing. */
3933 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3934 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3936 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3938 if (!CheckFilterCapability(adapter, format_desc))
3940 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3941 return WINED3DERR_NOTAVAILABLE;
3943 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3946 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3948 if (!CheckBumpMapCapability(adapter, format_desc))
3950 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3951 return WINED3DERR_NOTAVAILABLE;
3953 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3956 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3958 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3960 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3961 return WINED3DERR_NOTAVAILABLE;
3963 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3966 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3968 if (!CheckSrgbReadCapability(adapter, format_desc))
3970 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3971 return WINED3DERR_NOTAVAILABLE;
3973 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3976 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3978 if (!CheckSrgbWriteCapability(adapter, format_desc))
3980 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3981 return WINED3DERR_NOTAVAILABLE;
3983 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3986 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3988 if (!CheckVertexTextureCapability(adapter, format_desc))
3990 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3991 return WINED3DERR_NOTAVAILABLE;
3993 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3996 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3998 if (!CheckWrapAndMipCapability(adapter, format_desc))
4000 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4001 return WINED3DERR_NOTAVAILABLE;
4003 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4006 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4008 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4010 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4011 return WINED3DERR_NOTAVAILABLE;
4013 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4015 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4016 return WINED3DERR_NOTAVAILABLE;
4018 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4022 case WINED3DRTYPE_VOLUMETEXTURE:
4023 case WINED3DRTYPE_VOLUME:
4024 /* Volume is to VolumeTexture what Surface is to Texture, but its
4025 * usage caps are not documented. Most driver seem to offer
4026 * (nearly) the same on Volume and VolumeTexture, so do that too.
4028 * Volumetexture allows:
4029 * - D3DUSAGE_DYNAMIC
4030 * - D3DUSAGE_NONSECURE (d3d9ex)
4031 * - D3DUSAGE_SOFTWAREPROCESSING
4032 * - D3DUSAGE_QUERY_WRAPANDMIP
4034 if (SurfaceType != SURFACE_OPENGL)
4036 TRACE_(d3d_caps)("[FAILED]\n");
4037 return WINED3DERR_NOTAVAILABLE;
4040 if (!gl_info->supported[EXT_TEXTURE3D])
4042 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4043 return WINED3DERR_NOTAVAILABLE;
4046 if (!CheckTextureCapability(adapter, format_desc))
4048 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4049 return WINED3DERR_NOTAVAILABLE;
4052 /* Filter formats that need conversion; For one part, this
4053 * conversion is unimplemented, and volume textures are huge, so
4054 * it would be a big performance hit. Unless we hit an application
4055 * needing one of those formats, don't advertize them to avoid
4056 * leading applications into temptation. The windows drivers don't
4057 * support most of those formats on volumes anyway, except for
4058 * WINED3DFMT_R32_FLOAT. */
4059 switch (CheckFormat)
4061 case WINED3DFMT_P8_UINT:
4062 case WINED3DFMT_L4A4_UNORM:
4063 case WINED3DFMT_R32_FLOAT:
4064 case WINED3DFMT_R16_FLOAT:
4065 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4066 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4067 case WINED3DFMT_R16G16_UNORM:
4068 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4069 return WINED3DERR_NOTAVAILABLE;
4071 case WINED3DFMT_R8G8B8A8_SNORM:
4072 case WINED3DFMT_R16G16_SNORM:
4073 if (!gl_info->supported[NV_TEXTURE_SHADER])
4075 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4076 return WINED3DERR_NOTAVAILABLE;
4080 case WINED3DFMT_R8G8_SNORM:
4081 if (!gl_info->supported[NV_TEXTURE_SHADER])
4083 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4084 return WINED3DERR_NOTAVAILABLE;
4088 case WINED3DFMT_DXT1:
4089 case WINED3DFMT_DXT2:
4090 case WINED3DFMT_DXT3:
4091 case WINED3DFMT_DXT4:
4092 case WINED3DFMT_DXT5:
4093 /* The GL_EXT_texture_compression_s3tc spec requires that
4094 * loading an s3tc compressed texture results in an error.
4095 * While the D3D refrast does support s3tc volumes, at
4096 * least the nvidia windows driver does not, so we're free
4097 * not to support this format. */
4098 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4099 return WINED3DERR_NOTAVAILABLE;
4102 /* Do nothing, continue with checking the format below */
4106 /* Always report dynamic locking. */
4107 if (Usage & WINED3DUSAGE_DYNAMIC)
4108 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4110 /* Always report software processing. */
4111 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4112 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4114 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4116 if (!CheckFilterCapability(adapter, format_desc))
4118 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4119 return WINED3DERR_NOTAVAILABLE;
4121 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4124 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4126 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4128 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4129 return WINED3DERR_NOTAVAILABLE;
4131 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4134 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4136 if (!CheckSrgbReadCapability(adapter, format_desc))
4138 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4139 return WINED3DERR_NOTAVAILABLE;
4141 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4144 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4146 if (!CheckSrgbWriteCapability(adapter, format_desc))
4148 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4149 return WINED3DERR_NOTAVAILABLE;
4151 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4154 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4156 if (!CheckVertexTextureCapability(adapter, format_desc))
4158 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4159 return WINED3DERR_NOTAVAILABLE;
4161 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4164 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4166 if (!CheckWrapAndMipCapability(adapter, format_desc))
4168 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4169 return WINED3DERR_NOTAVAILABLE;
4171 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4176 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4177 return WINED3DERR_NOTAVAILABLE;
4180 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4181 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4182 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4183 if (UsageCaps == Usage)
4185 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4186 return WINED3DOK_NOAUTOGEN;
4188 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4189 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4191 return WINED3DERR_NOTAVAILABLE;
4194 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4195 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4197 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4198 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4199 debug_d3dformat(dst_format));
4204 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4205 subset of a D3DCAPS9 structure. However, it has to come via a void *
4206 as the d3d8 interface cannot import the d3d9 header */
4207 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4209 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4210 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4211 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4212 int vs_selected_mode;
4213 int ps_selected_mode;
4214 struct shader_caps shader_caps;
4215 struct fragment_caps fragment_caps;
4216 DWORD ckey_caps, blit_caps, fx_caps;
4218 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4220 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4221 return WINED3DERR_INVALIDCALL;
4224 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4226 /* ------------------------------------------------
4227 The following fields apply to both d3d8 and d3d9
4228 ------------------------------------------------ */
4229 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4230 pCaps->AdapterOrdinal = Adapter;
4233 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4234 WINED3DCAPS2_FULLSCREENGAMMA |
4235 WINED3DCAPS2_DYNAMICTEXTURES;
4236 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4238 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4241 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4242 WINED3DCAPS3_COPY_TO_VIDMEM |
4243 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4245 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4246 WINED3DPRESENT_INTERVAL_ONE;
4248 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4249 WINED3DCURSORCAPS_LOWRES;
4251 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4252 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4253 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4254 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4255 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4256 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4257 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4258 WINED3DDEVCAPS_PUREDEVICE |
4259 WINED3DDEVCAPS_HWRASTERIZATION |
4260 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4261 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4262 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4263 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4264 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4265 WINED3DDEVCAPS_RTPATCHES;
4267 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4268 WINED3DPMISCCAPS_CULLCCW |
4269 WINED3DPMISCCAPS_CULLCW |
4270 WINED3DPMISCCAPS_COLORWRITEENABLE |
4271 WINED3DPMISCCAPS_CLIPTLVERTS |
4272 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4273 WINED3DPMISCCAPS_MASKZ |
4274 WINED3DPMISCCAPS_BLENDOP |
4275 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4277 WINED3DPMISCCAPS_NULLREFERENCE
4278 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4279 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4280 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4282 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4283 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4284 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4285 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4287 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4288 WINED3DPRASTERCAPS_PAT |
4289 WINED3DPRASTERCAPS_WFOG |
4290 WINED3DPRASTERCAPS_ZFOG |
4291 WINED3DPRASTERCAPS_FOGVERTEX |
4292 WINED3DPRASTERCAPS_FOGTABLE |
4293 WINED3DPRASTERCAPS_STIPPLE |
4294 WINED3DPRASTERCAPS_SUBPIXEL |
4295 WINED3DPRASTERCAPS_ZTEST |
4296 WINED3DPRASTERCAPS_SCISSORTEST |
4297 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4298 WINED3DPRASTERCAPS_DEPTHBIAS;
4300 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4302 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4303 WINED3DPRASTERCAPS_ZBIAS |
4304 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4306 if (gl_info->supported[NV_FOG_DISTANCE])
4308 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4311 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4312 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4313 WINED3DPRASTERCAPS_ANTIALIASEDGES
4314 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4315 WINED3DPRASTERCAPS_WBUFFER */
4317 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4318 WINED3DPCMPCAPS_EQUAL |
4319 WINED3DPCMPCAPS_GREATER |
4320 WINED3DPCMPCAPS_GREATEREQUAL |
4321 WINED3DPCMPCAPS_LESS |
4322 WINED3DPCMPCAPS_LESSEQUAL |
4323 WINED3DPCMPCAPS_NEVER |
4324 WINED3DPCMPCAPS_NOTEQUAL;
4326 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4327 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4328 WINED3DPBLENDCAPS_DESTALPHA |
4329 WINED3DPBLENDCAPS_DESTCOLOR |
4330 WINED3DPBLENDCAPS_INVDESTALPHA |
4331 WINED3DPBLENDCAPS_INVDESTCOLOR |
4332 WINED3DPBLENDCAPS_INVSRCALPHA |
4333 WINED3DPBLENDCAPS_INVSRCCOLOR |
4334 WINED3DPBLENDCAPS_ONE |
4335 WINED3DPBLENDCAPS_SRCALPHA |
4336 WINED3DPBLENDCAPS_SRCALPHASAT |
4337 WINED3DPBLENDCAPS_SRCCOLOR |
4338 WINED3DPBLENDCAPS_ZERO;
4340 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4341 WINED3DPBLENDCAPS_DESTCOLOR |
4342 WINED3DPBLENDCAPS_INVDESTALPHA |
4343 WINED3DPBLENDCAPS_INVDESTCOLOR |
4344 WINED3DPBLENDCAPS_INVSRCALPHA |
4345 WINED3DPBLENDCAPS_INVSRCCOLOR |
4346 WINED3DPBLENDCAPS_ONE |
4347 WINED3DPBLENDCAPS_SRCALPHA |
4348 WINED3DPBLENDCAPS_SRCCOLOR |
4349 WINED3DPBLENDCAPS_ZERO;
4350 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4351 * according to the glBlendFunc manpage
4353 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4354 * legacy settings for srcblend only
4357 if (gl_info->supported[EXT_BLEND_COLOR])
4359 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4360 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4364 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4365 WINED3DPCMPCAPS_EQUAL |
4366 WINED3DPCMPCAPS_GREATER |
4367 WINED3DPCMPCAPS_GREATEREQUAL |
4368 WINED3DPCMPCAPS_LESS |
4369 WINED3DPCMPCAPS_LESSEQUAL |
4370 WINED3DPCMPCAPS_NEVER |
4371 WINED3DPCMPCAPS_NOTEQUAL;
4373 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4374 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4375 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4376 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4377 WINED3DPSHADECAPS_COLORFLATRGB |
4378 WINED3DPSHADECAPS_FOGFLAT |
4379 WINED3DPSHADECAPS_FOGGOURAUD |
4380 WINED3DPSHADECAPS_SPECULARFLATRGB;
4382 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4383 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4384 WINED3DPTEXTURECAPS_TRANSPARENCY |
4385 WINED3DPTEXTURECAPS_BORDER |
4386 WINED3DPTEXTURECAPS_MIPMAP |
4387 WINED3DPTEXTURECAPS_PROJECTED |
4388 WINED3DPTEXTURECAPS_PERSPECTIVE;
4390 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4392 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4393 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4396 if (gl_info->supported[EXT_TEXTURE3D])
4398 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4399 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4400 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4403 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4405 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4406 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4407 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4411 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4412 WINED3DPTFILTERCAPS_MAGFPOINT |
4413 WINED3DPTFILTERCAPS_MINFLINEAR |
4414 WINED3DPTFILTERCAPS_MINFPOINT |
4415 WINED3DPTFILTERCAPS_MIPFLINEAR |
4416 WINED3DPTFILTERCAPS_MIPFPOINT |
4417 WINED3DPTFILTERCAPS_LINEAR |
4418 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4419 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4420 WINED3DPTFILTERCAPS_MIPLINEAR |
4421 WINED3DPTFILTERCAPS_MIPNEAREST |
4422 WINED3DPTFILTERCAPS_NEAREST;
4424 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4426 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4427 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4430 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4432 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4433 WINED3DPTFILTERCAPS_MAGFPOINT |
4434 WINED3DPTFILTERCAPS_MINFLINEAR |
4435 WINED3DPTFILTERCAPS_MINFPOINT |
4436 WINED3DPTFILTERCAPS_MIPFLINEAR |
4437 WINED3DPTFILTERCAPS_MIPFPOINT |
4438 WINED3DPTFILTERCAPS_LINEAR |
4439 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4440 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4441 WINED3DPTFILTERCAPS_MIPLINEAR |
4442 WINED3DPTFILTERCAPS_MIPNEAREST |
4443 WINED3DPTFILTERCAPS_NEAREST;
4445 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4447 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4448 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4451 pCaps->CubeTextureFilterCaps = 0;
4453 if (gl_info->supported[EXT_TEXTURE3D])
4455 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4456 WINED3DPTFILTERCAPS_MAGFPOINT |
4457 WINED3DPTFILTERCAPS_MINFLINEAR |
4458 WINED3DPTFILTERCAPS_MINFPOINT |
4459 WINED3DPTFILTERCAPS_MIPFLINEAR |
4460 WINED3DPTFILTERCAPS_MIPFPOINT |
4461 WINED3DPTFILTERCAPS_LINEAR |
4462 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4463 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4464 WINED3DPTFILTERCAPS_MIPLINEAR |
4465 WINED3DPTFILTERCAPS_MIPNEAREST |
4466 WINED3DPTFILTERCAPS_NEAREST;
4468 pCaps->VolumeTextureFilterCaps = 0;
4470 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4471 WINED3DPTADDRESSCAPS_CLAMP |
4472 WINED3DPTADDRESSCAPS_WRAP;
4474 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4476 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4478 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4480 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4482 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4484 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4487 if (gl_info->supported[EXT_TEXTURE3D])
4489 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4490 WINED3DPTADDRESSCAPS_CLAMP |
4491 WINED3DPTADDRESSCAPS_WRAP;
4492 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4494 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4496 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4498 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4500 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4502 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4505 pCaps->VolumeTextureAddressCaps = 0;
4507 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4508 WINED3DLINECAPS_ZTEST |
4509 WINED3DLINECAPS_BLEND |
4510 WINED3DLINECAPS_ALPHACMP |
4511 WINED3DLINECAPS_FOG;
4512 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4513 * idea how generating the smoothing alpha values works; the result is different
4516 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4517 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4519 if (gl_info->supported[EXT_TEXTURE3D])
4520 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4522 pCaps->MaxVolumeExtent = 0;
4524 pCaps->MaxTextureRepeat = 32768;
4525 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4526 pCaps->MaxVertexW = 1.0f;
4528 pCaps->GuardBandLeft = 0.0f;
4529 pCaps->GuardBandTop = 0.0f;
4530 pCaps->GuardBandRight = 0.0f;
4531 pCaps->GuardBandBottom = 0.0f;
4533 pCaps->ExtentsAdjust = 0.0f;
4535 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4536 WINED3DSTENCILCAPS_INCRSAT |
4537 WINED3DSTENCILCAPS_INVERT |
4538 WINED3DSTENCILCAPS_KEEP |
4539 WINED3DSTENCILCAPS_REPLACE |
4540 WINED3DSTENCILCAPS_ZERO;
4541 if (gl_info->supported[EXT_STENCIL_WRAP])
4543 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4544 WINED3DSTENCILCAPS_INCR;
4546 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4548 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4551 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4553 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4554 pCaps->MaxActiveLights = gl_info->limits.lights;
4556 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4557 pCaps->MaxVertexBlendMatrixIndex = 0;
4559 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4560 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4563 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4564 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4565 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4566 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4567 WINED3DVTXPCAPS_LOCALVIEWER |
4568 WINED3DVTXPCAPS_VERTEXFOG |
4569 WINED3DVTXPCAPS_TEXGEN;
4571 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4572 pCaps->MaxVertexIndex = 0xFFFFF;
4573 pCaps->MaxStreams = MAX_STREAMS;
4574 pCaps->MaxStreamStride = 1024;
4576 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4577 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4578 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4579 pCaps->MaxNpatchTessellationLevel = 0;
4580 pCaps->MasterAdapterOrdinal = 0;
4581 pCaps->AdapterOrdinalInGroup = 0;
4582 pCaps->NumberOfAdaptersInGroup = 1;
4584 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4586 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4587 WINED3DPTFILTERCAPS_MAGFPOINT |
4588 WINED3DPTFILTERCAPS_MINFLINEAR |
4589 WINED3DPTFILTERCAPS_MAGFLINEAR;
4590 pCaps->VertexTextureFilterCaps = 0;
4592 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4593 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4595 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4596 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4598 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4599 * Ignore shader model capabilities if disabled in config
4601 if(vs_selected_mode == SHADER_NONE) {
4602 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4603 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4604 pCaps->MaxVertexShaderConst = 0;
4606 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4607 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4610 if(ps_selected_mode == SHADER_NONE) {
4611 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4612 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4613 pCaps->PixelShader1xMaxValue = 0.0f;
4615 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4616 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4619 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4620 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4621 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4623 /* The following caps are shader specific, but they are things we cannot detect, or which
4624 * are the same among all shader models. So to avoid code duplication set the shader version
4625 * specific, but otherwise constant caps here
4627 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4628 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4629 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4630 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4631 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4632 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4633 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4635 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4636 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4638 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4640 pCaps->VS20Caps.Caps = 0;
4641 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4642 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4643 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4645 pCaps->MaxVShaderInstructionsExecuted = 65535;
4646 pCaps->MaxVertexShader30InstructionSlots = 0;
4647 } else { /* VS 1.x */
4648 pCaps->VS20Caps.Caps = 0;
4649 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4650 pCaps->VS20Caps.NumTemps = 0;
4651 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4653 pCaps->MaxVShaderInstructionsExecuted = 0;
4654 pCaps->MaxVertexShader30InstructionSlots = 0;
4657 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4658 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4659 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4661 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4662 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4663 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4664 WINED3DPS20CAPS_PREDICATION |
4665 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4666 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4667 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4668 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4669 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4670 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4672 pCaps->MaxPShaderInstructionsExecuted = 65535;
4673 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4674 adapter->gl_info.limits.arb_ps_instructions);
4676 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4678 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4679 pCaps->PS20Caps.Caps = 0;
4680 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4681 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4682 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4683 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4685 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4686 pCaps->MaxPixelShader30InstructionSlots = 0;
4687 } else { /* PS 1.x */
4688 pCaps->PS20Caps.Caps = 0;
4689 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4690 pCaps->PS20Caps.NumTemps = 0;
4691 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4692 pCaps->PS20Caps.NumInstructionSlots = 0;
4694 pCaps->MaxPShaderInstructionsExecuted = 0;
4695 pCaps->MaxPixelShader30InstructionSlots = 0;
4698 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4699 /* OpenGL supports all the formats below, perhaps not always
4700 * without conversion, but it supports them.
4701 * Further GLSL doesn't seem to have an official unsigned type so
4702 * don't advertise it yet as I'm not sure how we handle it.
4703 * We might need to add some clamping in the shader engine to
4705 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4706 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4707 WINED3DDTCAPS_UBYTE4N |
4708 WINED3DDTCAPS_SHORT2N |
4709 WINED3DDTCAPS_SHORT4N;
4710 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4712 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4713 WINED3DDTCAPS_FLOAT16_4;
4716 pCaps->DeclTypes = 0;
4718 /* Set DirectDraw helper Caps */
4719 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4720 WINEDDCKEYCAPS_SRCBLT;
4721 fx_caps = WINEDDFXCAPS_BLTALPHA |
4722 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4723 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4724 WINEDDFXCAPS_BLTROTATION90 |
4725 WINEDDFXCAPS_BLTSHRINKX |
4726 WINEDDFXCAPS_BLTSHRINKXN |
4727 WINEDDFXCAPS_BLTSHRINKY |
4728 WINEDDFXCAPS_BLTSHRINKXN |
4729 WINEDDFXCAPS_BLTSTRETCHX |
4730 WINEDDFXCAPS_BLTSTRETCHXN |
4731 WINEDDFXCAPS_BLTSTRETCHY |
4732 WINEDDFXCAPS_BLTSTRETCHYN;
4733 blit_caps = WINEDDCAPS_BLT |
4734 WINEDDCAPS_BLTCOLORFILL |
4735 WINEDDCAPS_BLTDEPTHFILL |
4736 WINEDDCAPS_BLTSTRETCH |
4737 WINEDDCAPS_CANBLTSYSMEM |
4738 WINEDDCAPS_CANCLIP |
4739 WINEDDCAPS_CANCLIPSTRETCHED |
4740 WINEDDCAPS_COLORKEY |
4741 WINEDDCAPS_COLORKEYHWASSIST |
4742 WINEDDCAPS_ALIGNBOUNDARYSRC;
4744 /* Fill the ddraw caps structure */
4745 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4746 WINEDDCAPS_PALETTE |
4748 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4749 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4750 WINEDDCAPS2_PRIMARYGAMMA |
4751 WINEDDCAPS2_WIDESURFACES |
4752 WINEDDCAPS2_CANRENDERWINDOWED;
4753 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4754 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4755 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4756 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4757 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4758 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4759 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4760 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4761 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4763 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4764 WINEDDSCAPS_BACKBUFFER |
4766 WINEDDSCAPS_FRONTBUFFER |
4767 WINEDDSCAPS_OFFSCREENPLAIN |
4768 WINEDDSCAPS_PALETTE |
4769 WINEDDSCAPS_PRIMARYSURFACE |
4770 WINEDDSCAPS_SYSTEMMEMORY |
4771 WINEDDSCAPS_VIDEOMEMORY |
4772 WINEDDSCAPS_VISIBLE;
4773 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4775 /* Set D3D caps if OpenGL is available. */
4776 if (adapter->opengl)
4778 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4779 WINEDDSCAPS_MIPMAP |
4780 WINEDDSCAPS_TEXTURE |
4781 WINEDDSCAPS_ZBUFFER;
4782 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4788 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4789 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4790 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4792 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4793 IWineD3DDeviceImpl *object;
4796 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4797 "parent %p, device_parent %p, device %p.\n",
4798 iface, adapter_idx, device_type, focus_window, flags,
4799 parent, device_parent, device);
4801 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4802 * number and create a device without a 3D adapter for 2D only operation. */
4803 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4805 return WINED3DERR_INVALIDCALL;
4808 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4811 ERR("Failed to allocate device memory.\n");
4812 return E_OUTOFMEMORY;
4815 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4818 WARN("Failed to initialize device, hr %#x.\n", hr);
4819 HeapFree(GetProcessHeap(), 0, object);
4823 TRACE("Created device %p.\n", object);
4824 *device = (IWineD3DDevice *)object;
4826 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4831 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4832 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4833 IUnknown_AddRef(This->parent);
4834 *pParent = This->parent;
4838 static void WINE_GLAPI invalid_func(const void *data)
4840 ERR("Invalid vertex attribute function called\n");
4844 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4846 ERR("Invalid texcoord function called\n");
4850 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4851 * the extension detection and are used in drawStridedSlow
4853 static void WINE_GLAPI position_d3dcolor(const void *data)
4855 DWORD pos = *((const DWORD *)data);
4857 FIXME("Add a test for fixed function position from d3dcolor type\n");
4858 glVertex4s(D3DCOLOR_B_R(pos),
4864 static void WINE_GLAPI position_float4(const void *data)
4866 const GLfloat *pos = data;
4868 if (pos[3] != 0.0f && pos[3] != 1.0f)
4870 float w = 1.0f / pos[3];
4872 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4880 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4882 DWORD diffuseColor = *((const DWORD *)data);
4884 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4885 D3DCOLOR_B_G(diffuseColor),
4886 D3DCOLOR_B_B(diffuseColor),
4887 D3DCOLOR_B_A(diffuseColor));
4890 static void WINE_GLAPI specular_d3dcolor(const void *data)
4892 DWORD specularColor = *((const DWORD *)data);
4893 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4894 D3DCOLOR_B_G(specularColor),
4895 D3DCOLOR_B_B(specularColor)};
4897 specular_func_3ubv(d);
4900 static void WINE_GLAPI warn_no_specular_func(const void *data)
4902 WARN("GL_EXT_secondary_color not supported\n");
4905 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4907 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4908 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4909 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4910 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4911 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4912 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4913 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4914 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4915 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4916 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4917 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4918 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4919 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4920 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4921 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4922 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4923 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4925 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4926 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4927 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4928 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4929 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4930 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4931 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4932 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4933 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4934 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4935 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4936 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4937 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4938 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4939 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4940 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4941 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4943 /* No 4 component entry points here */
4944 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4945 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4946 if (gl_info->supported[EXT_SECONDARY_COLOR])
4948 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4952 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4954 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4955 if (gl_info->supported[EXT_SECONDARY_COLOR])
4957 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4958 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4962 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4964 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4965 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4966 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4967 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4968 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4969 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4970 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4971 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4972 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4973 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4974 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4975 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4977 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4978 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4980 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4981 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4982 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4983 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4984 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4985 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4986 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4987 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4988 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4989 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4990 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4991 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4992 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4993 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4994 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4995 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4996 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4998 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4999 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5000 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5001 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5002 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5003 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5004 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5005 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5006 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5007 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5008 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5009 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5010 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5011 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5012 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5013 if (gl_info->supported[NV_HALF_FLOAT])
5015 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5016 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5017 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5019 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5020 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5024 static BOOL InitAdapters(IWineD3DImpl *This)
5026 static HMODULE mod_gl;
5028 int ps_selected_mode, vs_selected_mode;
5030 /* No need to hold any lock. The calling library makes sure only one thread calls
5031 * wined3d simultaneously
5034 TRACE("Initializing adapters\n");
5037 #ifdef USE_WIN32_OPENGL
5038 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5039 mod_gl = LoadLibraryA("opengl32.dll");
5041 ERR("Can't load opengl32.dll!\n");
5045 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5046 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5047 mod_gl = GetModuleHandleA("gdi32.dll");
5051 /* Load WGL core functions from opengl32.dll */
5052 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5056 if(!pwglGetProcAddress) {
5057 ERR("Unable to load wglGetProcAddress!\n");
5061 /* Dynamically load all GL core functions */
5065 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5066 * otherwise because we have to use winex11.drv's override
5068 #ifdef USE_WIN32_OPENGL
5069 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5070 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5072 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5073 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5076 glEnableWINE = glEnable;
5077 glDisableWINE = glDisable;
5079 /* For now only one default adapter */
5081 struct wined3d_adapter *adapter = &This->adapters[0];
5082 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5083 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5087 WineD3D_PixelFormat *cfgs;
5088 DISPLAY_DEVICEW DisplayDevice;
5091 TRACE("Initializing default adapter\n");
5092 adapter->ordinal = 0;
5093 adapter->monitorPoint.x = -1;
5094 adapter->monitorPoint.y = -1;
5096 if (!AllocateLocallyUniqueId(&adapter->luid))
5098 DWORD err = GetLastError();
5099 ERR("Failed to set adapter LUID (%#x).\n", err);
5102 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5103 adapter->luid.HighPart, adapter->luid.LowPart);
5105 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5107 ERR("Failed to get a gl context for default adapter\n");
5111 ret = IWineD3DImpl_FillGLCaps(adapter);
5113 ERR("Failed to initialize gl caps for default adapter\n");
5114 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5117 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5119 ERR("Failed to init gl formats\n");
5120 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5124 hdc = fake_gl_ctx.dc;
5126 /* Use the VideoRamSize registry setting when set */
5127 if(wined3d_settings.emulated_textureram)
5128 adapter->TextureRam = wined3d_settings.emulated_textureram;
5130 adapter->TextureRam = adapter->gl_info.vidmem;
5131 adapter->UsedTextureRam = 0;
5132 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5134 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5135 DisplayDevice.cb = sizeof(DisplayDevice);
5136 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5137 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5138 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5140 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5147 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5148 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5150 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5151 cfgs = adapter->cfgs;
5152 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5153 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5154 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5155 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5156 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5157 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5158 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5159 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5160 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5161 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5162 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5164 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5166 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5171 /* Cache the pixel format */
5172 cfgs->iPixelFormat = iPixelFormat;
5173 cfgs->redSize = values[0];
5174 cfgs->greenSize = values[1];
5175 cfgs->blueSize = values[2];
5176 cfgs->alphaSize = values[3];
5177 cfgs->colorSize = values[4];
5178 cfgs->depthSize = values[5];
5179 cfgs->stencilSize = values[6];
5180 cfgs->windowDrawable = values[7];
5181 cfgs->iPixelType = values[8];
5182 cfgs->doubleBuffer = values[9];
5183 cfgs->auxBuffers = values[10];
5185 cfgs->numSamples = 0;
5186 /* Check multisample support */
5187 if (gl_info->supported[ARB_MULTISAMPLE])
5189 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5191 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5192 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5193 * value[1] = number of multi sample buffers*/
5195 cfgs->numSamples = value[1];
5199 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5200 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5201 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5202 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5203 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5209 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5210 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5211 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5213 cfgs = adapter->cfgs;
5214 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5216 PIXELFORMATDESCRIPTOR ppfd;
5218 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5222 /* We only want HW acceleration using an OpenGL ICD driver.
5223 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5224 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5226 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5228 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5232 cfgs->iPixelFormat = iPixelFormat;
5233 cfgs->redSize = ppfd.cRedBits;
5234 cfgs->greenSize = ppfd.cGreenBits;
5235 cfgs->blueSize = ppfd.cBlueBits;
5236 cfgs->alphaSize = ppfd.cAlphaBits;
5237 cfgs->colorSize = ppfd.cColorBits;
5238 cfgs->depthSize = ppfd.cDepthBits;
5239 cfgs->stencilSize = ppfd.cStencilBits;
5240 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5241 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5242 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5243 cfgs->auxBuffers = ppfd.cAuxBuffers;
5244 cfgs->numSamples = 0;
5246 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5247 "depth=%d, stencil=%d, windowDrawable=%d\n",
5248 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5249 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5250 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5255 /* 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 */
5258 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5260 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5261 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5266 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5267 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5268 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5269 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5270 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5271 * driver is allowed to consume more bits EXCEPT for stencil bits.
5273 * Mark an adapter with this broken stencil behavior.
5275 adapter->brokenStencil = TRUE;
5276 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5278 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5279 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5280 adapter->brokenStencil = FALSE;
5285 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5287 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5288 fillGLAttribFuncs(&adapter->gl_info);
5289 adapter->opengl = TRUE;
5291 This->adapter_count = 1;
5292 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5297 /* Initialize an adapter for ddraw-only memory counting */
5298 memset(This->adapters, 0, sizeof(This->adapters));
5299 This->adapters[0].ordinal = 0;
5300 This->adapters[0].opengl = FALSE;
5301 This->adapters[0].monitorPoint.x = -1;
5302 This->adapters[0].monitorPoint.y = -1;
5304 This->adapters[0].driver_info.name = "Display";
5305 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5306 if(wined3d_settings.emulated_textureram) {
5307 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5309 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5312 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5314 This->adapter_count = 1;
5318 /**********************************************************
5319 * IWineD3D VTbl follows
5320 **********************************************************/
5322 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5325 IWineD3DImpl_QueryInterface,
5326 IWineD3DImpl_AddRef,
5327 IWineD3DImpl_Release,
5329 IWineD3DImpl_GetParent,
5330 IWineD3DImpl_GetAdapterCount,
5331 IWineD3DImpl_RegisterSoftwareDevice,
5332 IWineD3DImpl_GetAdapterMonitor,
5333 IWineD3DImpl_GetAdapterModeCount,
5334 IWineD3DImpl_EnumAdapterModes,
5335 IWineD3DImpl_GetAdapterDisplayMode,
5336 IWineD3DImpl_GetAdapterIdentifier,
5337 IWineD3DImpl_CheckDeviceMultiSampleType,
5338 IWineD3DImpl_CheckDepthStencilMatch,
5339 IWineD3DImpl_CheckDeviceType,
5340 IWineD3DImpl_CheckDeviceFormat,
5341 IWineD3DImpl_CheckDeviceFormatConversion,
5342 IWineD3DImpl_GetDeviceCaps,
5343 IWineD3DImpl_CreateDevice
5346 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5348 const struct wined3d_parent_ops wined3d_null_parent_ops =
5350 wined3d_null_wined3d_object_destroyed,
5353 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5355 wined3d->lpVtbl = &IWineD3D_Vtbl;
5356 wined3d->dxVersion = version;
5358 wined3d->parent = parent;
5360 if (!InitAdapters(wined3d))
5362 WARN("Failed to initialize adapters.\n");
5365 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);