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_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(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 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1107 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1108 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1109 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1111 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1115 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1116 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1117 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1120 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1121 enum wined3d_driver_model driver_model)
1125 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1126 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1128 const struct driver_version_information *entry = &driver_version_table[i];
1130 if (entry->driver == driver && entry->driver_model == driver_model)
1132 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1133 entry->driver_name, entry->version, entry->subversion, entry->build);
1141 static void init_driver_info(struct wined3d_driver_info *driver_info,
1142 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1144 OSVERSIONINFOW os_version;
1145 WORD driver_os_version;
1147 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1148 enum wined3d_driver_model driver_model;
1149 const struct driver_version_information *version_info;
1151 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1153 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1154 vendor = wined3d_settings.pci_vendor_id;
1156 driver_info->vendor = vendor;
1158 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1160 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1161 device = wined3d_settings.pci_device_id;
1163 driver_info->device = device;
1165 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1166 * overrides the pci ids to a card which is not in our database. */
1167 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1169 memset(&os_version, 0, sizeof(os_version));
1170 os_version.dwOSVersionInfoSize = sizeof(os_version);
1171 if (!GetVersionExW(&os_version))
1173 ERR("Failed to get OS version, reporting 2000/XP.\n");
1174 driver_os_version = 6;
1175 driver_model = DRIVER_MODEL_NT5X;
1179 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1180 switch (os_version.dwMajorVersion)
1183 /* If needed we could distinguish between 9x and NT4, but this code won't make
1184 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1186 driver_os_version = 4;
1187 driver_model = DRIVER_MODEL_WIN9X;
1191 driver_os_version = 6;
1192 driver_model = DRIVER_MODEL_NT5X;
1196 if (os_version.dwMinorVersion == 0)
1198 driver_os_version = 7;
1199 driver_model = DRIVER_MODEL_NT6X;
1203 if (os_version.dwMinorVersion > 1)
1205 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1206 os_version.dwMajorVersion, os_version.dwMinorVersion);
1208 driver_os_version = 8;
1209 driver_model = DRIVER_MODEL_NT6X;
1214 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1215 os_version.dwMajorVersion, os_version.dwMinorVersion);
1216 driver_os_version = 6;
1217 driver_model = DRIVER_MODEL_NT5X;
1222 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1223 * This means that unless the ids are overriden, we will always find a GPU description. */
1224 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1226 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1228 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1230 driver_info->description = gpu_description_table[i].description;
1231 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1232 driver = gpu_description_table[i].driver;
1237 if (wined3d_settings.emulated_textureram)
1239 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1240 driver_info->vidmem = wined3d_settings.emulated_textureram;
1243 /* Try to obtain driver version information for the current Windows version. This fails in
1245 * - the gpu is not available on the currently selected OS version:
1246 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1247 * version information for the current Windows version is returned instead of faked info.
1248 * We do the same and assume the default Windows version to emulate is WinXP.
1250 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1251 * For now return the XP driver info. Perhaps later on we should return VESA.
1253 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1254 * This could be an indication that our database is not up to date, so this should be fixed.
1256 version_info = get_driver_version_info(driver, driver_model);
1259 driver_info->name = version_info->driver_name;
1260 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1261 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1265 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1268 driver_info->name = version_info->driver_name;
1269 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1270 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1274 driver_info->description = "Direct3D HAL";
1275 driver_info->name = "Display";
1276 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1277 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1279 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1280 vendor, device, driver_model);
1284 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1285 driver_info->version_high, driver_info->version_low);
1288 /* Context activation is done by the caller. */
1289 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1290 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1294 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1296 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1297 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1298 quirk_table[i].apply(gl_info);
1301 /* Find out if PBOs work as they are supposed to. */
1302 test_pbo_functionality(gl_info);
1305 static DWORD wined3d_parse_gl_version(const char *gl_version)
1307 const char *ptr = gl_version;
1311 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1313 while (isdigit(*ptr)) ++ptr;
1314 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1318 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1320 return MAKEDWORD_VERSION(major, minor);
1323 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1326 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1327 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1328 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1330 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1331 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1332 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1333 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1334 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1335 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1336 * DirectDraw, not OpenGL. */
1337 if (gl_info->supported[APPLE_FENCE]
1338 && gl_info->supported[APPLE_CLIENT_STORAGE]
1339 && gl_info->supported[APPLE_FLUSH_RENDER]
1340 && gl_info->supported[APPLE_YCBCR_422])
1341 return GL_VENDOR_APPLE;
1343 if (strstr(gl_vendor_string, "NVIDIA"))
1344 return GL_VENDOR_NVIDIA;
1346 if (strstr(gl_vendor_string, "ATI"))
1347 return GL_VENDOR_FGLRX;
1349 if (strstr(gl_vendor_string, "Intel(R)")
1350 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1351 || strstr(gl_renderer, "Intel")
1352 || strstr(gl_vendor_string, "Intel Inc."))
1353 return GL_VENDOR_INTEL;
1355 if (strstr(gl_vendor_string, "Mesa")
1356 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1357 || strstr(gl_vendor_string, "DRI R300 Project")
1358 || strstr(gl_vendor_string, "X.Org R300 Project")
1359 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1360 || strstr(gl_vendor_string, "VMware, Inc.")
1361 || strstr(gl_renderer, "Mesa")
1362 || strstr(gl_renderer, "Gallium"))
1363 return GL_VENDOR_MESA;
1365 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1366 debugstr_a(gl_vendor_string));
1368 return GL_VENDOR_UNKNOWN;
1371 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1373 if (strstr(gl_vendor_string, "NVIDIA"))
1374 return HW_VENDOR_NVIDIA;
1376 if (strstr(gl_vendor_string, "ATI")
1377 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1378 || strstr(gl_vendor_string, "X.Org R300 Project")
1379 || strstr(gl_renderer, "AMD")
1380 || strstr(gl_renderer, "R100")
1381 || strstr(gl_renderer, "R200")
1382 || strstr(gl_renderer, "R300")
1383 || strstr(gl_renderer, "R600")
1384 || strstr(gl_renderer, "R700"))
1385 return HW_VENDOR_ATI;
1387 if (strstr(gl_vendor_string, "Intel(R)")
1388 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1389 || strstr(gl_renderer, "Intel")
1390 || strstr(gl_vendor_string, "Intel Inc."))
1391 return HW_VENDOR_INTEL;
1393 if (strstr(gl_vendor_string, "Mesa")
1394 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1395 || strstr(gl_vendor_string, "VMware, Inc."))
1396 return HW_VENDOR_SOFTWARE;
1398 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1400 return HW_VENDOR_NVIDIA;
1405 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1406 const char *gl_renderer)
1410 if (WINE_D3D10_CAPABLE(gl_info))
1414 const char *renderer;
1415 enum wined3d_pci_device id;
1419 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1420 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1421 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1422 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1423 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1424 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1425 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1426 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1427 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1428 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1429 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1430 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1431 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1432 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1433 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1434 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1435 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1436 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1437 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1438 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1439 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1440 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1441 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1442 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1443 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1444 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1445 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1446 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1447 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1448 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1449 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1450 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1451 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1452 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1453 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1454 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1455 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1456 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1457 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1458 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1459 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1460 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1463 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1465 if (strstr(gl_renderer, cards[i].renderer))
1469 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1470 return CARD_NVIDIA_GEFORCE_8300GS;
1473 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1474 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1476 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1480 const char *renderer;
1481 enum wined3d_pci_device id;
1485 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1486 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1487 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1488 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1489 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1490 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1491 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1492 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1493 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1494 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1495 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1496 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1497 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1500 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1502 if (strstr(gl_renderer, cards[i].renderer))
1506 /* Geforce 6/7 - lowend */
1507 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1510 if (WINE_D3D9_CAPABLE(gl_info))
1512 /* GeforceFX - highend */
1513 if (strstr(gl_renderer, "5800")
1514 || strstr(gl_renderer, "5900")
1515 || strstr(gl_renderer, "5950")
1516 || strstr(gl_renderer, "Quadro FX"))
1518 return CARD_NVIDIA_GEFORCEFX_5800;
1521 /* GeforceFX - midend */
1522 if (strstr(gl_renderer, "5600")
1523 || strstr(gl_renderer, "5650")
1524 || strstr(gl_renderer, "5700")
1525 || strstr(gl_renderer, "5750"))
1527 return CARD_NVIDIA_GEFORCEFX_5600;
1530 /* GeforceFX - lowend */
1531 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1534 if (WINE_D3D8_CAPABLE(gl_info))
1536 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1538 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1541 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1544 if (WINE_D3D7_CAPABLE(gl_info))
1546 if (strstr(gl_renderer, "GeForce4 MX"))
1548 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1551 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1553 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1556 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1558 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1561 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1564 if (strstr(gl_renderer, "TNT2"))
1566 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1569 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1572 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1573 const char *gl_renderer)
1575 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1577 * Beware: renderer string do not match exact card model,
1578 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1579 if (WINE_D3D10_CAPABLE(gl_info))
1585 const char *renderer;
1586 enum wined3d_pci_device id;
1591 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1592 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1593 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1594 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1595 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1596 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1598 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1599 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1600 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1601 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1602 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1603 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1604 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1605 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1606 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1607 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1608 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1609 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1610 /* R600/R700 integrated */
1611 {"HD 3300", CARD_ATI_RADEON_HD3200},
1612 {"HD 3200", CARD_ATI_RADEON_HD3200},
1613 {"HD 3100", CARD_ATI_RADEON_HD3200},
1615 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1616 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1617 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1618 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1619 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1620 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1621 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1622 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1623 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1624 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1625 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1626 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1627 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1630 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1632 if (strstr(gl_renderer, cards[i].renderer))
1636 /* Default for when no GPU has been found */
1637 return CARD_ATI_RADEON_HD3200;
1640 if (WINE_D3D8_CAPABLE(gl_info))
1643 if (strstr(gl_renderer, "X1600")
1644 || strstr(gl_renderer, "X1650")
1645 || strstr(gl_renderer, "X1800")
1646 || strstr(gl_renderer, "X1900")
1647 || strstr(gl_renderer, "X1950"))
1649 return CARD_ATI_RADEON_X1600;
1652 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1653 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1654 if (strstr(gl_renderer, "X700")
1655 || strstr(gl_renderer, "X800")
1656 || strstr(gl_renderer, "X850")
1657 || strstr(gl_renderer, "X1300")
1658 || strstr(gl_renderer, "X1400")
1659 || strstr(gl_renderer, "X1450")
1660 || strstr(gl_renderer, "X1550")
1661 || strstr(gl_renderer, "X2300")
1662 || strstr(gl_renderer, "X2500")
1663 || strstr(gl_renderer, "HD 2300")
1666 return CARD_ATI_RADEON_X700;
1669 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1670 if (strstr(gl_renderer, "Radeon Xpress"))
1672 return CARD_ATI_RADEON_XPRESS_200M;
1676 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1679 if (WINE_D3D8_CAPABLE(gl_info))
1681 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1684 if (WINE_D3D7_CAPABLE(gl_info))
1686 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1689 return CARD_ATI_RAGE_128PRO;
1692 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1693 const char *gl_renderer)
1695 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1697 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1698 return CARD_INTEL_X3100;
1701 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1703 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1704 return CARD_INTEL_I945GM;
1707 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1708 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1709 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1710 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1711 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1712 return CARD_INTEL_I915G;
1716 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1717 const char *gl_renderer)
1721 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1723 * Beware: renderer string do not match exact card model,
1724 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1725 if (strstr(gl_renderer, "Gallium"))
1727 /* 20101109 - These are never returned by current Gallium radeon
1728 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1730 * These are returned but not handled: RC410, RV380. */
1733 const char *renderer;
1734 enum wined3d_pci_device id;
1739 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1740 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1741 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1742 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1743 {"CEDAR", CARD_ATI_RADEON_HD5400},
1745 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1746 {"RV790", CARD_ATI_RADEON_HD4800},
1747 {"RV770", CARD_ATI_RADEON_HD4800},
1748 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1749 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1750 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1751 /* R600/R700 integrated */
1752 {"RS880", CARD_ATI_RADEON_HD3200},
1753 {"RS780", CARD_ATI_RADEON_HD3200},
1755 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1756 {"R600", CARD_ATI_RADEON_HD2900},
1757 {"RV670", CARD_ATI_RADEON_HD2900},
1758 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1759 {"RV630", CARD_ATI_RADEON_HD2600},
1760 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1761 {"RV610", CARD_ATI_RADEON_HD2350},
1763 {"R580", CARD_ATI_RADEON_X1600},
1764 {"R520", CARD_ATI_RADEON_X1600},
1765 {"RV570", CARD_ATI_RADEON_X1600},
1766 {"RV560", CARD_ATI_RADEON_X1600},
1767 {"RV535", CARD_ATI_RADEON_X1600},
1768 {"RV530", CARD_ATI_RADEON_X1600},
1769 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1770 {"RV515", CARD_ATI_RADEON_X700},
1772 {"R481", CARD_ATI_RADEON_X700},
1773 {"R480", CARD_ATI_RADEON_X700},
1774 {"R430", CARD_ATI_RADEON_X700},
1775 {"R423", CARD_ATI_RADEON_X700},
1776 {"R420", CARD_ATI_RADEON_X700},
1777 {"R410", CARD_ATI_RADEON_X700},
1778 {"RV410", CARD_ATI_RADEON_X700},
1779 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1780 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1781 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1782 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1783 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1784 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1785 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1786 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1788 {"R360", CARD_ATI_RADEON_9500},
1789 {"R350", CARD_ATI_RADEON_9500},
1790 {"R300", CARD_ATI_RADEON_9500},
1791 {"RV370", CARD_ATI_RADEON_9500},
1792 {"RV360", CARD_ATI_RADEON_9500},
1793 {"RV351", CARD_ATI_RADEON_9500},
1794 {"RV350", CARD_ATI_RADEON_9500},
1797 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1799 if (strstr(gl_renderer, cards[i].renderer))
1804 if (WINE_D3D9_CAPABLE(gl_info))
1808 const char *renderer;
1809 enum wined3d_pci_device id;
1814 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1815 {"(RV790", CARD_ATI_RADEON_HD4800},
1816 {"(RV770", CARD_ATI_RADEON_HD4800},
1817 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1818 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1819 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1820 /* R600/R700 integrated */
1821 {"RS880", CARD_ATI_RADEON_HD3200},
1822 {"RS780", CARD_ATI_RADEON_HD3200},
1824 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1825 {"(R600", CARD_ATI_RADEON_HD2900},
1826 {"(RV670", CARD_ATI_RADEON_HD2900},
1827 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1828 {"(RV630", CARD_ATI_RADEON_HD2600},
1829 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1830 {"(RV610", CARD_ATI_RADEON_HD2350},
1833 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1835 if (strstr(gl_renderer, cards[i].renderer))
1840 if (WINE_D3D8_CAPABLE(gl_info))
1842 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1845 if (WINE_D3D7_CAPABLE(gl_info))
1847 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1850 return CARD_ATI_RAGE_128PRO;
1853 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1854 const char *gl_renderer)
1856 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1857 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1858 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1859 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1860 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1861 return CARD_NVIDIA_RIVA_128;
1865 struct vendor_card_selection
1867 enum wined3d_gl_vendor gl_vendor;
1868 enum wined3d_pci_vendor card_vendor;
1869 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1870 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1873 static const struct vendor_card_selection vendor_card_select_table[] =
1875 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1876 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1877 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1878 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1879 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1880 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1881 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1882 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1883 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1887 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1888 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1890 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1891 * different GPUs with roughly the same features. In most cases GPUs from a
1892 * certain family differ in clockspeeds, the amount of video memory and the
1893 * number of shader pipelines.
1895 * A Direct3D device object contains the PCI id (vendor + device) of the
1896 * videocard which is used for rendering. Various applications use this
1897 * information to get a rough estimation of the features of the card and
1898 * some might use it for enabling 3d effects only on certain types of
1899 * videocards. In some cases games might even use it to work around bugs
1900 * which happen on certain videocards/driver combinations. The problem is
1901 * that OpenGL only exposes a rendering string containing the name of the
1902 * videocard and not the PCI id.
1904 * Various games depend on the PCI id, so somehow we need to provide one.
1905 * A simple option is to parse the renderer string and translate this to
1906 * the right PCI id. This is a lot of work because there are more than 200
1907 * GPUs just for Nvidia. Various cards share the same renderer string, so
1908 * the amount of code might be 'small' but there are quite a number of
1909 * exceptions which would make this a pain to maintain. Another way would
1910 * be to query the PCI id from the operating system (assuming this is the
1911 * videocard which is used for rendering which is not always the case).
1912 * This would work but it is not very portable. Second it would not work
1913 * well in, let's say, a remote X situation in which the amount of 3d
1914 * features which can be used is limited.
1916 * As said most games only use the PCI id to get an indication of the
1917 * capabilities of the card. It doesn't really matter if the given id is
1918 * the correct one if we return the id of a card with similar 3d features.
1920 * The code below checks the OpenGL capabilities of a videocard and matches
1921 * that to a certain level of Direct3D functionality. Once a card passes
1922 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1923 * least a GeforceFX. To give a better estimate we do a basic check on the
1924 * renderer string but if that won't pass we return a default card. This
1925 * way is better than maintaining a full card database as even without a
1926 * full database we can return a card with similar features. Second the
1927 * size of the database can be made quite small because when you know what
1928 * type of 3d functionality a card has, you know to which GPU family the
1929 * GPU must belong. Because of this you only have to check a small part of
1930 * the renderer string to distinguishes between different models from that
1933 * The code also selects a default amount of video memory which we will
1934 * use for an estimation of the amount of free texture memory. In case of
1935 * real D3D the amount of texture memory includes video memory and system
1936 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1937 * HyperMemory). We don't know how much system memory can be addressed by
1938 * the system but we can make a reasonable estimation about the amount of
1939 * video memory. If the value is slightly wrong it doesn't matter as we
1940 * didn't include AGP-like memory which makes the amount of addressable
1941 * memory higher and second OpenGL isn't that critical it moves to system
1942 * memory behind our backs if really needed. Note that the amount of video
1943 * memory can be overruled using a registry setting. */
1947 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1949 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1950 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1952 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1953 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1956 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1957 *gl_vendor, *card_vendor);
1959 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1960 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1961 * them a good generic choice. */
1962 *card_vendor = HW_VENDOR_NVIDIA;
1963 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1964 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1965 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1966 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1967 return CARD_NVIDIA_RIVA_128;
1970 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1972 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1973 int vs_selected_mode, ps_selected_mode;
1975 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1976 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1977 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1978 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1979 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1980 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1981 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1982 else return &ffp_fragment_pipeline;
1985 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1987 int vs_selected_mode, ps_selected_mode;
1989 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1990 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1991 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1992 return &none_shader_backend;
1995 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1997 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1998 int vs_selected_mode, ps_selected_mode;
2000 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2001 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2002 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2003 else return &ffp_blit;
2006 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2010 #define USE_GL_FUNC(type, pfn, ext, replace) \
2011 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2012 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2013 else gl_info->pfn = NULL;
2018 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2023 /* Context activation is done by the caller. */
2024 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2026 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2027 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2028 const char *GL_Extensions = NULL;
2029 const char *WGL_Extensions = NULL;
2030 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2031 struct fragment_caps fragment_caps;
2032 enum wined3d_gl_vendor gl_vendor;
2033 enum wined3d_pci_vendor card_vendor;
2034 enum wined3d_pci_device device;
2036 GLfloat gl_floatv[2];
2042 TRACE_(d3d_caps)("(%p)\n", gl_info);
2046 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2047 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2048 if (!gl_renderer_str)
2051 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2055 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2056 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2060 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2064 /* Parse the GL_VERSION field into major and minor information */
2065 gl_version_str = (const char *)glGetString(GL_VERSION);
2066 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2067 if (!gl_version_str)
2070 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2073 gl_version = wined3d_parse_gl_version(gl_version_str);
2076 * Initialize openGL extension related variables
2077 * with Default values
2079 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2080 gl_info->limits.blends = 1;
2081 gl_info->limits.buffers = 1;
2082 gl_info->limits.textures = 1;
2083 gl_info->limits.fragment_samplers = 1;
2084 gl_info->limits.vertex_samplers = 0;
2085 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2086 gl_info->limits.sampler_stages = 1;
2087 gl_info->limits.glsl_vs_float_constants = 0;
2088 gl_info->limits.glsl_ps_float_constants = 0;
2089 gl_info->limits.arb_vs_float_constants = 0;
2090 gl_info->limits.arb_vs_native_constants = 0;
2091 gl_info->limits.arb_vs_instructions = 0;
2092 gl_info->limits.arb_vs_temps = 0;
2093 gl_info->limits.arb_ps_float_constants = 0;
2094 gl_info->limits.arb_ps_local_constants = 0;
2095 gl_info->limits.arb_ps_instructions = 0;
2096 gl_info->limits.arb_ps_temps = 0;
2098 /* Retrieve opengl defaults */
2099 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2100 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2101 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2103 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2104 gl_info->limits.lights = gl_max;
2105 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2107 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2108 gl_info->limits.texture_size = gl_max;
2109 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2111 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2112 gl_info->limits.pointsize_min = gl_floatv[0];
2113 gl_info->limits.pointsize_max = gl_floatv[1];
2114 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2116 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2117 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2121 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2127 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2129 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2131 while (*GL_Extensions)
2135 while (isspace(*GL_Extensions)) ++GL_Extensions;
2136 start = GL_Extensions;
2137 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2139 len = GL_Extensions - start;
2142 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2144 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2146 if (len == strlen(EXTENSION_MAP[i].extension_string)
2147 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2149 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2150 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2156 /* Now work out what GL support this card really has */
2157 load_gl_funcs( gl_info, gl_version );
2161 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2162 * loading the functions, otherwise the code above will load the extension entry points instead of the
2163 * core functions, which may not work. */
2164 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2166 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2167 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2169 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2170 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2174 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2176 if (gl_info->supported[APPLE_FENCE])
2178 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2179 * The apple extension interacts with some other apple exts. Disable the NV
2180 * extension if the apple one is support to prevent confusion in other parts
2182 gl_info->supported[NV_FENCE] = FALSE;
2184 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2186 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2188 * The enums are the same:
2189 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2190 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2191 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2192 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2193 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2195 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2197 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2198 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2200 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2202 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2203 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2206 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2208 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2209 * functionality. Prefer the ARB extension */
2210 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2212 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2214 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2215 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2217 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2219 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2220 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2222 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2224 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2225 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2227 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2229 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2230 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2232 if (gl_info->supported[NV_TEXTURE_SHADER2])
2234 if (gl_info->supported[NV_REGISTER_COMBINERS])
2236 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2237 * are supported. The nv extensions provide the same functionality as the
2238 * ATI one, and a bit more(signed pixelformats). */
2239 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2243 if (gl_info->supported[NV_REGISTER_COMBINERS])
2245 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2246 gl_info->limits.general_combiners = gl_max;
2247 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2249 if (gl_info->supported[ARB_DRAW_BUFFERS])
2251 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2252 gl_info->limits.buffers = gl_max;
2253 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2255 if (gl_info->supported[ARB_MULTITEXTURE])
2257 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2258 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2259 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2261 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2264 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2265 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2269 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2271 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2273 if (gl_info->supported[ARB_VERTEX_SHADER])
2276 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2277 gl_info->limits.vertex_samplers = tmp;
2278 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2279 gl_info->limits.combined_samplers = tmp;
2281 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2282 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2283 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2284 * shader is used with fixed function vertex processing we're fine too because fixed function
2285 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2286 * used we have to make sure that all vertex sampler setups are valid together with all
2287 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2288 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2289 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2290 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2291 * a fixed function pipeline anymore.
2293 * So this is just a check to check that our assumption holds true. If not, write a warning
2294 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2295 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2296 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2298 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2299 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2300 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2301 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2302 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2304 gl_info->limits.vertex_samplers = 0;
2309 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2311 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2312 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2314 if (gl_info->supported[ARB_VERTEX_BLEND])
2316 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2317 gl_info->limits.blends = gl_max;
2318 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2320 if (gl_info->supported[EXT_TEXTURE3D])
2322 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2323 gl_info->limits.texture3d_size = gl_max;
2324 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2326 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2328 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2329 gl_info->limits.anisotropy = gl_max;
2330 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2332 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2334 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2335 gl_info->limits.arb_ps_float_constants = gl_max;
2336 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2337 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2338 gl_info->limits.arb_ps_native_constants = gl_max;
2339 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2340 gl_info->limits.arb_ps_native_constants);
2341 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2342 gl_info->limits.arb_ps_temps = gl_max;
2343 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2344 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2345 gl_info->limits.arb_ps_instructions = gl_max;
2346 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2347 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2348 gl_info->limits.arb_ps_local_constants = gl_max;
2349 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2351 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2353 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2354 gl_info->limits.arb_vs_float_constants = gl_max;
2355 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2356 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2357 gl_info->limits.arb_vs_native_constants = gl_max;
2358 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2359 gl_info->limits.arb_vs_native_constants);
2360 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2361 gl_info->limits.arb_vs_temps = gl_max;
2362 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2363 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2364 gl_info->limits.arb_vs_instructions = gl_max;
2365 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2367 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2369 if (gl_info->supported[ARB_VERTEX_SHADER])
2371 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2372 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2373 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2375 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2377 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2378 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2379 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2380 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2381 gl_info->limits.glsl_varyings = gl_max;
2382 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2384 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2386 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2387 unsigned int major, minor;
2389 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2391 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2392 sscanf(str, "%u.%u", &major, &minor);
2393 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2395 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2397 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2401 gl_info->limits.shininess = 128.0f;
2403 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2405 /* If we have full NP2 texture support, disable
2406 * GL_ARB_texture_rectangle because we will never use it.
2407 * This saves a few redundant glDisable calls. */
2408 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2410 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2412 /* Disable NV_register_combiners and fragment shader if this is supported.
2413 * generally the NV extensions are preferred over the ATI ones, and this
2414 * extension is disabled if register_combiners and texture_shader2 are both
2415 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2416 * fragment processing support. */
2417 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2418 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2419 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2420 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2422 if (gl_info->supported[NV_HALF_FLOAT])
2424 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2425 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2427 if (gl_info->supported[ARB_POINT_SPRITE])
2429 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2433 gl_info->limits.point_sprite_units = 0;
2435 checkGLcall("extension detection");
2439 adapter->fragment_pipe = select_fragment_implementation(adapter);
2440 adapter->shader_backend = select_shader_backend(adapter);
2441 adapter->blitter = select_blit_implementation(adapter);
2443 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2444 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2445 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2447 /* In some cases the number of texture stages can be larger than the number
2448 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2449 * shaders), but 8 texture stages (register combiners). */
2450 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2452 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2454 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2455 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2456 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2457 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2458 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2459 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2460 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2461 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2462 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2463 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2464 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2465 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2466 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2467 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2468 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2469 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2470 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2471 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2472 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2476 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2478 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2479 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2480 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2481 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2482 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2483 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2484 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2485 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2486 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2487 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2488 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2489 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2490 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2491 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2492 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2493 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2494 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2496 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2498 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2499 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2501 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2503 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2505 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2507 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2511 /* MRTs are currently only supported when FBOs are used. */
2512 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2514 gl_info->limits.buffers = 1;
2517 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2518 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2519 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2521 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2522 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2524 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2525 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2526 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2527 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2528 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2529 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2530 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2531 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2533 /* Make sure there's an active HDC else the WGL extensions will fail */
2534 hdc = pwglGetCurrentDC();
2536 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2537 if(GL_EXTCALL(wglGetExtensionsStringARB))
2538 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2540 if (!WGL_Extensions)
2542 ERR(" WGL_Extensions returns NULL\n");
2546 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2547 while (*WGL_Extensions)
2552 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2553 Start = WGL_Extensions;
2554 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2556 len = WGL_Extensions - Start;
2557 if (!len || len >= sizeof(ThisExtn))
2560 memcpy(ThisExtn, Start, len);
2561 ThisExtn[len] = '\0';
2562 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2564 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2565 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2566 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2568 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2569 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2570 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2576 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2577 init_driver_info(driver_info, card_vendor, device);
2578 add_gl_compat_wrappers(gl_info);
2583 /**********************************************************
2584 * IWineD3D implementation follows
2585 **********************************************************/
2587 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2588 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2590 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2592 return This->adapter_count;
2595 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2597 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2602 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2603 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2605 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2607 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2611 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2614 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2615 of the same bpp but different resolutions */
2617 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2618 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2620 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2622 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2624 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2628 /* TODO: Store modes per adapter and read it from the adapter structure */
2631 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2632 UINT format_bits = format->byte_count * CHAR_BIT;
2637 memset(&mode, 0, sizeof(mode));
2638 mode.dmSize = sizeof(mode);
2640 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2644 if (format_id == WINED3DFMT_UNKNOWN)
2646 /* This is for D3D8, do not enumerate P8 here */
2647 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2649 else if (mode.dmBitsPerPel == format_bits)
2655 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2658 FIXME_(d3d_caps)("Adapter not primary display\n");
2663 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2664 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2665 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2667 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2669 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2670 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2672 /* Validate the parameters as much as possible */
2673 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2674 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2676 return WINED3DERR_INVALIDCALL;
2679 /* TODO: Store modes per adapter and read it from the adapter structure */
2682 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2683 UINT format_bits = format->byte_count * CHAR_BIT;
2689 ZeroMemory(&DevModeW, sizeof(DevModeW));
2690 DevModeW.dmSize = sizeof(DevModeW);
2692 /* If we are filtering to a specific format (D3D9), then need to skip
2693 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2694 just count through the ones with valid bit depths */
2695 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2697 if (format_id == WINED3DFMT_UNKNOWN)
2699 /* This is for D3D8, do not enumerate P8 here */
2700 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2702 else if (DevModeW.dmBitsPerPel == format_bits)
2710 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2711 return WINED3DERR_INVALIDCALL;
2715 /* Now get the display mode via the calculated index */
2716 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2717 pMode->Width = DevModeW.dmPelsWidth;
2718 pMode->Height = DevModeW.dmPelsHeight;
2719 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2720 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2721 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2723 if (format_id == WINED3DFMT_UNKNOWN)
2724 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2726 pMode->Format = format_id;
2730 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2731 return WINED3DERR_INVALIDCALL;
2734 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2735 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2736 DevModeW.dmBitsPerPel);
2741 FIXME_(d3d_caps)("Adapter not primary display\n");
2747 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2749 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2751 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2752 return WINED3DERR_INVALIDCALL;
2754 if (Adapter == 0) { /* Display */
2758 ZeroMemory(&DevModeW, sizeof(DevModeW));
2759 DevModeW.dmSize = sizeof(DevModeW);
2761 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2762 pMode->Width = DevModeW.dmPelsWidth;
2763 pMode->Height = DevModeW.dmPelsHeight;
2764 bpp = DevModeW.dmBitsPerPel;
2765 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2766 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2768 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2771 pMode->Format = pixelformat_for_depth(bpp);
2773 FIXME_(d3d_caps)("Adapter not primary display\n");
2776 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2777 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2781 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2782 and fields being inserted in the middle, a new structure is used in place */
2783 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2784 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2785 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2786 struct wined3d_adapter *adapter;
2789 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2791 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2792 return WINED3DERR_INVALIDCALL;
2795 adapter = &This->adapters[Adapter];
2797 /* Return the information requested */
2798 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2800 if (pIdentifier->driver_size)
2802 const char *name = adapter->driver_info.name;
2803 len = min(strlen(name), pIdentifier->driver_size - 1);
2804 memcpy(pIdentifier->driver, name, len);
2805 pIdentifier->driver[len] = '\0';
2808 if (pIdentifier->description_size)
2810 const char *description = adapter->driver_info.description;
2811 len = min(strlen(description), pIdentifier->description_size - 1);
2812 memcpy(pIdentifier->description, description, len);
2813 pIdentifier->description[len] = '\0';
2816 /* Note that d3d8 doesn't supply a device name. */
2817 if (pIdentifier->device_name_size)
2819 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2821 len = strlen(device_name);
2822 if (len >= pIdentifier->device_name_size)
2824 ERR("Device name size too small.\n");
2825 return WINED3DERR_INVALIDCALL;
2828 memcpy(pIdentifier->device_name, device_name, len);
2829 pIdentifier->device_name[len] = '\0';
2832 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2833 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2834 pIdentifier->vendor_id = adapter->driver_info.vendor;
2835 pIdentifier->device_id = adapter->driver_info.device;
2836 pIdentifier->subsystem_id = 0;
2837 pIdentifier->revision = 0;
2838 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2839 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2840 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2841 pIdentifier->video_memory = adapter->TextureRam;
2846 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2847 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2849 short redSize, greenSize, blueSize, alphaSize, colorBits;
2854 /* Float formats need FBOs. If FBOs are used this function isn't called */
2855 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2857 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2858 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2860 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2864 if(cfg->redSize < redSize)
2867 if(cfg->greenSize < greenSize)
2870 if(cfg->blueSize < blueSize)
2873 if(cfg->alphaSize < alphaSize)
2879 /* Probably a RGBA_float or color index mode */
2883 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2884 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2886 short depthSize, stencilSize;
2887 BOOL lockable = FALSE;
2892 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2894 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2898 /* Float formats need FBOs. If FBOs are used this function isn't called */
2899 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2901 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2904 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2905 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2906 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2907 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2910 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2911 * allow more stencil bits than requested. */
2912 if(cfg->stencilSize < stencilSize)
2918 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2919 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2920 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2922 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2924 const WineD3D_PixelFormat *cfgs;
2925 const struct wined3d_adapter *adapter;
2926 const struct wined3d_format *rt_format;
2927 const struct wined3d_format *ds_format;
2930 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2932 DeviceType, debug_d3ddevicetype(DeviceType),
2933 AdapterFormat, debug_d3dformat(AdapterFormat),
2934 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2935 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2937 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2938 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2939 return WINED3DERR_INVALIDCALL;
2942 adapter = &This->adapters[Adapter];
2943 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2944 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2945 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2947 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
2948 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2950 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2956 cfgs = adapter->cfgs;
2957 nCfgs = adapter->nCfgs;
2958 for (it = 0; it < nCfgs; ++it)
2960 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2962 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2964 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2970 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2972 return WINED3DERR_NOTAVAILABLE;
2975 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2976 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2977 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2979 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2980 const struct wined3d_adapter *adapter;
2981 const struct wined3d_format *format;
2983 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2986 DeviceType, debug_d3ddevicetype(DeviceType),
2987 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2992 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2993 return WINED3DERR_INVALIDCALL;
2996 /* TODO: handle Windowed, add more quality levels */
2998 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2999 if(pQualityLevels) *pQualityLevels = 1;
3003 /* By default multisampling is disabled right now as it causes issues
3004 * on some Nvidia driver versions and it doesn't work well in combination
3006 if(!wined3d_settings.allow_multisampling)
3007 return WINED3DERR_NOTAVAILABLE;
3009 adapter = &This->adapters[Adapter];
3010 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3011 if (!format) return WINED3DERR_INVALIDCALL;
3013 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3016 const WineD3D_PixelFormat *cfgs;
3018 cfgs = adapter->cfgs;
3019 nCfgs = adapter->nCfgs;
3020 for(i=0; i<nCfgs; i++) {
3021 if(cfgs[i].numSamples != MultiSampleType)
3024 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3027 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3030 *pQualityLevels = 1; /* Guess at a value! */
3034 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3036 short redSize, greenSize, blueSize, alphaSize, colorBits;
3038 const WineD3D_PixelFormat *cfgs;
3040 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3042 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3043 return WINED3DERR_NOTAVAILABLE;
3046 cfgs = adapter->cfgs;
3047 nCfgs = adapter->nCfgs;
3048 for(i=0; i<nCfgs; i++) {
3049 if(cfgs[i].numSamples != MultiSampleType)
3051 if(cfgs[i].redSize != redSize)
3053 if(cfgs[i].greenSize != greenSize)
3055 if(cfgs[i].blueSize != blueSize)
3057 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3058 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3060 if (cfgs[i].colorSize != (format->byte_count << 3))
3063 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3066 *pQualityLevels = 1; /* Guess at a value! */
3070 return WINED3DERR_NOTAVAILABLE;
3073 /* Check if we support bumpmapping for a format */
3074 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3076 /* Ask the fixed function pipeline implementation if it can deal
3077 * with the conversion. If we've got a GL extension giving native
3078 * support this will be an identity conversion. */
3079 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3080 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3083 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3084 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3085 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3089 /* Only allow depth/stencil formats */
3090 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3092 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3094 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3095 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3099 /* Walk through all WGL pixel formats to find a match */
3100 for (it = 0; it < adapter->nCfgs; ++it)
3102 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3103 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3105 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3116 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3118 /* The flags entry of a format contains the filtering capability */
3119 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3124 /* Check the render target capabilities of a format */
3125 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3126 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3128 /* Filter out non-RT formats */
3129 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3130 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3132 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3134 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3135 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3137 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3138 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3140 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3141 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3142 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3143 TRACE_(d3d_caps)("[FAILED]\n");
3147 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3148 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3149 for (it = 0; it < adapter->nCfgs; ++it)
3151 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3152 &cfgs[it], check_format))
3154 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3155 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3160 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3162 /* For now return TRUE for FBOs until we have some proper checks.
3163 * Note that this function will only be called when the format is around for texturing. */
3169 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3171 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3174 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3176 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3177 * doing the color fixup in shaders.
3178 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3179 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3181 int vs_selected_mode;
3182 int ps_selected_mode;
3183 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3185 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3186 TRACE_(d3d_caps)("[OK]\n");
3191 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3195 /* Check if a format support blending in combination with pixel shaders */
3196 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3197 const struct wined3d_format *format)
3199 /* The flags entry of a format contains the post pixel shader blending capability */
3200 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3205 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3207 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3208 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3209 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3210 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3211 * capability anyway.
3213 * For now lets report this on all formats, but in the future we may want to
3214 * restrict it to some should games need that
3219 /* Check if a texture format is supported on the given adapter */
3220 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3222 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3227 * supported: RGB(A) formats
3229 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3230 case WINED3DFMT_B8G8R8A8_UNORM:
3231 case WINED3DFMT_B8G8R8X8_UNORM:
3232 case WINED3DFMT_B5G6R5_UNORM:
3233 case WINED3DFMT_B5G5R5X1_UNORM:
3234 case WINED3DFMT_B5G5R5A1_UNORM:
3235 case WINED3DFMT_B4G4R4A4_UNORM:
3236 case WINED3DFMT_A8_UNORM:
3237 case WINED3DFMT_B4G4R4X4_UNORM:
3238 case WINED3DFMT_R8G8B8A8_UNORM:
3239 case WINED3DFMT_R8G8B8X8_UNORM:
3240 case WINED3DFMT_B10G10R10A2_UNORM:
3241 case WINED3DFMT_R10G10B10A2_UNORM:
3242 case WINED3DFMT_R16G16_UNORM:
3243 TRACE_(d3d_caps)("[OK]\n");
3246 case WINED3DFMT_B2G3R3_UNORM:
3247 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3251 * Not supported: Palettized
3252 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3253 * Since it is not widely available, don't offer it. Further no Windows driver offers
3254 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3256 case WINED3DFMT_P8_UINT:
3257 case WINED3DFMT_P8_UINT_A8_UNORM:
3261 * Supported: (Alpha)-Luminance
3263 case WINED3DFMT_L8_UNORM:
3264 case WINED3DFMT_L8A8_UNORM:
3265 case WINED3DFMT_L16_UNORM:
3266 TRACE_(d3d_caps)("[OK]\n");
3269 /* Not supported on Windows, thus disabled */
3270 case WINED3DFMT_L4A4_UNORM:
3271 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3275 * Supported: Depth/Stencil formats
3277 case WINED3DFMT_D16_LOCKABLE:
3278 case WINED3DFMT_D16_UNORM:
3279 case WINED3DFMT_S1_UINT_D15_UNORM:
3280 case WINED3DFMT_X8D24_UNORM:
3281 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3282 case WINED3DFMT_D24_UNORM_S8_UINT:
3283 case WINED3DFMT_S8_UINT_D24_FLOAT:
3284 case WINED3DFMT_D32_UNORM:
3285 case WINED3DFMT_D32_FLOAT:
3288 case WINED3DFMT_INTZ:
3289 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3290 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3295 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3296 * GL_NV_texture_shader). Emulated by shaders
3298 case WINED3DFMT_R8G8_SNORM:
3299 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3300 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3301 case WINED3DFMT_R8G8B8A8_SNORM:
3302 case WINED3DFMT_R16G16_SNORM:
3303 /* Ask the shader backend if it can deal with the conversion. If
3304 * we've got a GL extension giving native support this will be an
3305 * identity conversion. */
3306 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3308 TRACE_(d3d_caps)("[OK]\n");
3311 TRACE_(d3d_caps)("[FAILED]\n");
3314 case WINED3DFMT_DXT1:
3315 case WINED3DFMT_DXT2:
3316 case WINED3DFMT_DXT3:
3317 case WINED3DFMT_DXT4:
3318 case WINED3DFMT_DXT5:
3319 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3321 TRACE_(d3d_caps)("[OK]\n");
3324 TRACE_(d3d_caps)("[FAILED]\n");
3329 * Odd formats - not supported
3331 case WINED3DFMT_VERTEXDATA:
3332 case WINED3DFMT_R16_UINT:
3333 case WINED3DFMT_R32_UINT:
3334 case WINED3DFMT_R16G16B16A16_SNORM:
3335 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3336 case WINED3DFMT_R10G11B11_SNORM:
3337 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3341 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3343 case WINED3DFMT_R8G8_SNORM_Cx:
3344 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3348 case WINED3DFMT_UYVY:
3349 case WINED3DFMT_YUY2:
3350 if (gl_info->supported[APPLE_YCBCR_422])
3352 TRACE_(d3d_caps)("[OK]\n");
3355 TRACE_(d3d_caps)("[FAILED]\n");
3357 case WINED3DFMT_YV12:
3358 TRACE_(d3d_caps)("[FAILED]\n");
3362 case WINED3DFMT_R16G16B16A16_UNORM:
3363 case WINED3DFMT_B2G3R3A8_UNORM:
3364 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3367 /* Floating point formats */
3368 case WINED3DFMT_R16_FLOAT:
3369 case WINED3DFMT_R16G16_FLOAT:
3370 case WINED3DFMT_R16G16B16A16_FLOAT:
3371 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3373 TRACE_(d3d_caps)("[OK]\n");
3376 TRACE_(d3d_caps)("[FAILED]\n");
3379 case WINED3DFMT_R32_FLOAT:
3380 case WINED3DFMT_R32G32_FLOAT:
3381 case WINED3DFMT_R32G32B32A32_FLOAT:
3382 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3384 TRACE_(d3d_caps)("[OK]\n");
3387 TRACE_(d3d_caps)("[FAILED]\n");
3390 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3391 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3392 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3393 * We can do instancing with all shader versions, but we need vertex shaders.
3395 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3396 * to enable instancing. WineD3D doesn't need that and just ignores it.
3398 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3400 case WINED3DFMT_INST:
3401 TRACE("ATI Instancing check hack\n");
3402 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3404 TRACE_(d3d_caps)("[OK]\n");
3407 TRACE_(d3d_caps)("[FAILED]\n");
3410 /* Some weird FOURCC formats */
3411 case WINED3DFMT_R8G8_B8G8:
3412 case WINED3DFMT_G8R8_G8B8:
3413 case WINED3DFMT_MULTI2_ARGB8:
3414 TRACE_(d3d_caps)("[FAILED]\n");
3417 /* Vendor specific formats */
3418 case WINED3DFMT_ATI2N:
3419 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3420 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3422 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3423 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3425 TRACE_(d3d_caps)("[OK]\n");
3429 TRACE_(d3d_caps)("[OK]\n");
3432 TRACE_(d3d_caps)("[FAILED]\n");
3435 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3436 * format MAKEFOURCC('N','V','D','B') is used.
3437 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3438 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3441 case WINED3DFMT_NVDB:
3442 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3444 TRACE_(d3d_caps)("[OK]\n");
3447 TRACE_(d3d_caps)("[FAILED]\n");
3450 case WINED3DFMT_NVHU:
3451 case WINED3DFMT_NVHS:
3452 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3453 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3454 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3455 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3456 * Applications have to deal with not having NVHS and NVHU.
3458 TRACE_(d3d_caps)("[FAILED]\n");
3461 case WINED3DFMT_UNKNOWN:
3465 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3471 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3472 const struct wined3d_format *adapter_format,
3473 const struct wined3d_format *check_format,
3474 WINED3DSURFTYPE SurfaceType)
3476 if (SurfaceType == SURFACE_GDI)
3478 switch (check_format->id)
3480 case WINED3DFMT_B8G8R8_UNORM:
3481 case WINED3DFMT_B8G8R8A8_UNORM:
3482 case WINED3DFMT_B8G8R8X8_UNORM:
3483 case WINED3DFMT_B5G6R5_UNORM:
3484 case WINED3DFMT_B5G5R5X1_UNORM:
3485 case WINED3DFMT_B5G5R5A1_UNORM:
3486 case WINED3DFMT_B4G4R4A4_UNORM:
3487 case WINED3DFMT_B2G3R3_UNORM:
3488 case WINED3DFMT_A8_UNORM:
3489 case WINED3DFMT_B2G3R3A8_UNORM:
3490 case WINED3DFMT_B4G4R4X4_UNORM:
3491 case WINED3DFMT_R10G10B10A2_UNORM:
3492 case WINED3DFMT_R8G8B8A8_UNORM:
3493 case WINED3DFMT_R8G8B8X8_UNORM:
3494 case WINED3DFMT_R16G16_UNORM:
3495 case WINED3DFMT_B10G10R10A2_UNORM:
3496 case WINED3DFMT_R16G16B16A16_UNORM:
3497 case WINED3DFMT_P8_UINT:
3498 TRACE_(d3d_caps)("[OK]\n");
3501 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3506 /* All format that are supported for textures are supported for surfaces as well */
3507 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3508 /* All depth stencil formats are supported on surfaces */
3509 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3511 /* If opengl can't process the format natively, the blitter may be able to convert it */
3512 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3513 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3514 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3516 TRACE_(d3d_caps)("[OK]\n");
3520 /* Reject other formats */
3521 TRACE_(d3d_caps)("[FAILED]\n");
3525 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3526 const struct wined3d_format *format)
3528 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3531 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3532 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3533 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3535 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3536 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3537 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3538 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3539 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3540 DWORD UsageCaps = 0;
3542 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3545 DeviceType, debug_d3ddevicetype(DeviceType),
3546 AdapterFormat, debug_d3dformat(AdapterFormat),
3547 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3548 RType, debug_d3dresourcetype(RType),
3549 CheckFormat, debug_d3dformat(CheckFormat));
3551 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3552 return WINED3DERR_INVALIDCALL;
3557 case WINED3DRTYPE_CUBETEXTURE:
3558 /* Cubetexture allows:
3559 * - WINED3DUSAGE_AUTOGENMIPMAP
3560 * - WINED3DUSAGE_DEPTHSTENCIL
3561 * - WINED3DUSAGE_DYNAMIC
3562 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3563 * - WINED3DUSAGE_RENDERTARGET
3564 * - WINED3DUSAGE_SOFTWAREPROCESSING
3565 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3567 if (SurfaceType != SURFACE_OPENGL)
3569 TRACE_(d3d_caps)("[FAILED]\n");
3570 return WINED3DERR_NOTAVAILABLE;
3573 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3575 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3576 return WINED3DERR_NOTAVAILABLE;
3579 if (!CheckTextureCapability(adapter, format))
3581 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3582 return WINED3DERR_NOTAVAILABLE;
3585 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3587 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3588 /* When autogenmipmap isn't around continue and return
3589 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3590 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3592 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3595 /* Always report dynamic locking. */
3596 if (Usage & WINED3DUSAGE_DYNAMIC)
3597 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3599 if (Usage & WINED3DUSAGE_RENDERTARGET)
3601 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3603 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3604 return WINED3DERR_NOTAVAILABLE;
3606 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3609 /* Always report software processing. */
3610 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3611 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3613 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3615 if (!CheckFilterCapability(adapter, format))
3617 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3618 return WINED3DERR_NOTAVAILABLE;
3620 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3623 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3625 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3627 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3628 return WINED3DERR_NOTAVAILABLE;
3630 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3633 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3635 if (!CheckSrgbReadCapability(adapter, format))
3637 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3638 return WINED3DERR_NOTAVAILABLE;
3640 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3643 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3645 if (!CheckSrgbWriteCapability(adapter, format))
3647 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3648 return WINED3DERR_NOTAVAILABLE;
3650 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3653 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3655 if (!CheckVertexTextureCapability(adapter, format))
3657 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3658 return WINED3DERR_NOTAVAILABLE;
3660 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3663 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3665 if (!CheckWrapAndMipCapability(adapter, format))
3667 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3668 return WINED3DERR_NOTAVAILABLE;
3670 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3674 case WINED3DRTYPE_SURFACE:
3676 * - WINED3DUSAGE_DEPTHSTENCIL
3677 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3678 * - WINED3DUSAGE_RENDERTARGET
3680 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3682 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3683 return WINED3DERR_NOTAVAILABLE;
3686 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3688 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3690 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3691 return WINED3DERR_NOTAVAILABLE;
3693 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3696 if (Usage & WINED3DUSAGE_RENDERTARGET)
3698 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3700 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3701 return WINED3DERR_NOTAVAILABLE;
3703 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3706 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3708 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3710 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3711 return WINED3DERR_NOTAVAILABLE;
3713 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3717 case WINED3DRTYPE_TEXTURE:
3719 * - WINED3DUSAGE_AUTOGENMIPMAP
3720 * - WINED3DUSAGE_DEPTHSTENCIL
3721 * - WINED3DUSAGE_DMAP
3722 * - WINED3DUSAGE_DYNAMIC
3723 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3724 * - WINED3DUSAGE_RENDERTARGET
3725 * - WINED3DUSAGE_SOFTWAREPROCESSING
3726 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3727 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3729 if (SurfaceType != SURFACE_OPENGL)
3731 TRACE_(d3d_caps)("[FAILED]\n");
3732 return WINED3DERR_NOTAVAILABLE;
3735 if (!CheckTextureCapability(adapter, format))
3737 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3738 return WINED3DERR_NOTAVAILABLE;
3741 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3743 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3744 /* When autogenmipmap isn't around continue and return
3745 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3746 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3748 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3751 /* Always report dynamic locking. */
3752 if (Usage & WINED3DUSAGE_DYNAMIC)
3753 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3755 if (Usage & WINED3DUSAGE_RENDERTARGET)
3757 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3759 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3760 return WINED3DERR_NOTAVAILABLE;
3762 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3765 /* Always report software processing. */
3766 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3767 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3769 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3771 if (!CheckFilterCapability(adapter, format))
3773 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3774 return WINED3DERR_NOTAVAILABLE;
3776 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3779 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3781 if (!CheckBumpMapCapability(adapter, format))
3783 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3784 return WINED3DERR_NOTAVAILABLE;
3786 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3789 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3791 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3793 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3794 return WINED3DERR_NOTAVAILABLE;
3796 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3799 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3801 if (!CheckSrgbReadCapability(adapter, format))
3803 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3804 return WINED3DERR_NOTAVAILABLE;
3806 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3809 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3811 if (!CheckSrgbWriteCapability(adapter, format))
3813 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3816 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3819 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3821 if (!CheckVertexTextureCapability(adapter, format))
3823 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3824 return WINED3DERR_NOTAVAILABLE;
3826 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3829 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3831 if (!CheckWrapAndMipCapability(adapter, format))
3833 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3836 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3839 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3841 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3843 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3844 return WINED3DERR_NOTAVAILABLE;
3846 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3848 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3849 return WINED3DERR_NOTAVAILABLE;
3851 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3855 case WINED3DRTYPE_VOLUMETEXTURE:
3856 case WINED3DRTYPE_VOLUME:
3857 /* Volume is to VolumeTexture what Surface is to Texture, but its
3858 * usage caps are not documented. Most driver seem to offer
3859 * (nearly) the same on Volume and VolumeTexture, so do that too.
3861 * Volumetexture allows:
3862 * - D3DUSAGE_DYNAMIC
3863 * - D3DUSAGE_NONSECURE (d3d9ex)
3864 * - D3DUSAGE_SOFTWAREPROCESSING
3865 * - D3DUSAGE_QUERY_WRAPANDMIP
3867 if (SurfaceType != SURFACE_OPENGL)
3869 TRACE_(d3d_caps)("[FAILED]\n");
3870 return WINED3DERR_NOTAVAILABLE;
3873 if (!gl_info->supported[EXT_TEXTURE3D])
3875 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3876 return WINED3DERR_NOTAVAILABLE;
3879 if (!CheckTextureCapability(adapter, format))
3881 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3882 return WINED3DERR_NOTAVAILABLE;
3885 /* Filter formats that need conversion; For one part, this
3886 * conversion is unimplemented, and volume textures are huge, so
3887 * it would be a big performance hit. Unless we hit an application
3888 * needing one of those formats, don't advertize them to avoid
3889 * leading applications into temptation. The windows drivers don't
3890 * support most of those formats on volumes anyway, except for
3891 * WINED3DFMT_R32_FLOAT. */
3892 switch (CheckFormat)
3894 case WINED3DFMT_P8_UINT:
3895 case WINED3DFMT_L4A4_UNORM:
3896 case WINED3DFMT_R32_FLOAT:
3897 case WINED3DFMT_R16_FLOAT:
3898 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3899 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3900 case WINED3DFMT_R16G16_UNORM:
3901 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3902 return WINED3DERR_NOTAVAILABLE;
3904 case WINED3DFMT_R8G8B8A8_SNORM:
3905 case WINED3DFMT_R16G16_SNORM:
3906 if (!gl_info->supported[NV_TEXTURE_SHADER])
3908 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3909 return WINED3DERR_NOTAVAILABLE;
3913 case WINED3DFMT_R8G8_SNORM:
3914 if (!gl_info->supported[NV_TEXTURE_SHADER])
3916 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3917 return WINED3DERR_NOTAVAILABLE;
3921 case WINED3DFMT_DXT1:
3922 case WINED3DFMT_DXT2:
3923 case WINED3DFMT_DXT3:
3924 case WINED3DFMT_DXT4:
3925 case WINED3DFMT_DXT5:
3926 /* The GL_EXT_texture_compression_s3tc spec requires that
3927 * loading an s3tc compressed texture results in an error.
3928 * While the D3D refrast does support s3tc volumes, at
3929 * least the nvidia windows driver does not, so we're free
3930 * not to support this format. */
3931 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3932 return WINED3DERR_NOTAVAILABLE;
3935 /* Do nothing, continue with checking the format below */
3939 /* Always report dynamic locking. */
3940 if (Usage & WINED3DUSAGE_DYNAMIC)
3941 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3943 /* Always report software processing. */
3944 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3945 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3947 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3949 if (!CheckFilterCapability(adapter, format))
3951 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3952 return WINED3DERR_NOTAVAILABLE;
3954 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3957 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3959 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3961 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3962 return WINED3DERR_NOTAVAILABLE;
3964 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3967 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3969 if (!CheckSrgbReadCapability(adapter, format))
3971 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3972 return WINED3DERR_NOTAVAILABLE;
3974 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3977 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3979 if (!CheckSrgbWriteCapability(adapter, format))
3981 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3982 return WINED3DERR_NOTAVAILABLE;
3984 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3987 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3989 if (!CheckVertexTextureCapability(adapter, format))
3991 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3992 return WINED3DERR_NOTAVAILABLE;
3994 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3997 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3999 if (!CheckWrapAndMipCapability(adapter, format))
4001 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4002 return WINED3DERR_NOTAVAILABLE;
4004 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4009 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4010 return WINED3DERR_NOTAVAILABLE;
4013 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4014 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4015 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4016 if (UsageCaps == Usage)
4018 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4019 return WINED3DOK_NOAUTOGEN;
4021 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4022 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4024 return WINED3DERR_NOTAVAILABLE;
4027 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4028 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4030 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4031 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4032 debug_d3dformat(dst_format));
4037 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4038 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4043 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4044 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4045 debug_d3dformat(backbuffer_format), windowed);
4047 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4049 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4050 return WINED3DERR_INVALIDCALL;
4053 /* The task of this function is to check whether a certain display / backbuffer format
4054 * combination is available on the given adapter. In fullscreen mode microsoft specified
4055 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4056 * and display format should match exactly.
4057 * In windowed mode format conversion can occur and this depends on the driver. When format
4058 * conversion is done, this function should nevertheless fail and applications need to use
4059 * CheckDeviceFormatConversion.
4060 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4062 /* There are only 4 display formats. */
4063 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4064 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4065 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4066 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4068 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4069 return WINED3DERR_NOTAVAILABLE;
4072 /* If the requested display format is not available, don't continue. */
4073 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4076 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4077 return WINED3DERR_NOTAVAILABLE;
4080 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4081 * it means 'reuse' the display format for the backbuffer. */
4082 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4084 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4085 return WINED3DERR_NOTAVAILABLE;
4088 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4089 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4090 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4092 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4093 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4094 return WINED3DERR_NOTAVAILABLE;
4097 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4098 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4099 * WINED3DFMT_B5G5R5A1_UNORM. */
4100 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4101 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4103 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4104 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4105 return WINED3DERR_NOTAVAILABLE;
4108 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4109 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4110 * WINED3DFMT_B8G8R8A8_UNORM. */
4111 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4112 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4114 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4115 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4116 return WINED3DERR_NOTAVAILABLE;
4119 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4120 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4121 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4122 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4124 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4125 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4126 return WINED3DERR_NOTAVAILABLE;
4129 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4130 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4131 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4133 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4134 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4139 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4140 subset of a D3DCAPS9 structure. However, it has to come via a void *
4141 as the d3d8 interface cannot import the d3d9 header */
4142 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4144 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4145 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4146 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4147 int vs_selected_mode;
4148 int ps_selected_mode;
4149 struct shader_caps shader_caps;
4150 struct fragment_caps fragment_caps;
4151 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4153 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4155 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4156 return WINED3DERR_INVALIDCALL;
4159 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4161 /* ------------------------------------------------
4162 The following fields apply to both d3d8 and d3d9
4163 ------------------------------------------------ */
4164 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4165 pCaps->AdapterOrdinal = Adapter;
4168 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4169 WINED3DCAPS2_FULLSCREENGAMMA |
4170 WINED3DCAPS2_DYNAMICTEXTURES;
4171 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4173 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4176 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4177 WINED3DCAPS3_COPY_TO_VIDMEM |
4178 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4180 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4181 WINED3DPRESENT_INTERVAL_ONE;
4183 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4184 WINED3DCURSORCAPS_LOWRES;
4186 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4187 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4188 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4189 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4190 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4191 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4192 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4193 WINED3DDEVCAPS_PUREDEVICE |
4194 WINED3DDEVCAPS_HWRASTERIZATION |
4195 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4196 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4197 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4198 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4199 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4200 WINED3DDEVCAPS_RTPATCHES;
4202 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4203 WINED3DPMISCCAPS_CULLCCW |
4204 WINED3DPMISCCAPS_CULLCW |
4205 WINED3DPMISCCAPS_COLORWRITEENABLE |
4206 WINED3DPMISCCAPS_CLIPTLVERTS |
4207 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4208 WINED3DPMISCCAPS_MASKZ |
4209 WINED3DPMISCCAPS_BLENDOP |
4210 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4212 WINED3DPMISCCAPS_NULLREFERENCE
4213 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4214 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4215 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4217 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4218 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4219 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4220 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4222 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4223 WINED3DPRASTERCAPS_PAT |
4224 WINED3DPRASTERCAPS_WFOG |
4225 WINED3DPRASTERCAPS_ZFOG |
4226 WINED3DPRASTERCAPS_FOGVERTEX |
4227 WINED3DPRASTERCAPS_FOGTABLE |
4228 WINED3DPRASTERCAPS_STIPPLE |
4229 WINED3DPRASTERCAPS_SUBPIXEL |
4230 WINED3DPRASTERCAPS_ZTEST |
4231 WINED3DPRASTERCAPS_SCISSORTEST |
4232 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4233 WINED3DPRASTERCAPS_DEPTHBIAS;
4235 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4237 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4238 WINED3DPRASTERCAPS_ZBIAS |
4239 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4241 if (gl_info->supported[NV_FOG_DISTANCE])
4243 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4246 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4247 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4248 WINED3DPRASTERCAPS_ANTIALIASEDGES
4249 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4250 WINED3DPRASTERCAPS_WBUFFER */
4252 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4253 WINED3DPCMPCAPS_EQUAL |
4254 WINED3DPCMPCAPS_GREATER |
4255 WINED3DPCMPCAPS_GREATEREQUAL |
4256 WINED3DPCMPCAPS_LESS |
4257 WINED3DPCMPCAPS_LESSEQUAL |
4258 WINED3DPCMPCAPS_NEVER |
4259 WINED3DPCMPCAPS_NOTEQUAL;
4261 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4262 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4263 WINED3DPBLENDCAPS_DESTALPHA |
4264 WINED3DPBLENDCAPS_DESTCOLOR |
4265 WINED3DPBLENDCAPS_INVDESTALPHA |
4266 WINED3DPBLENDCAPS_INVDESTCOLOR |
4267 WINED3DPBLENDCAPS_INVSRCALPHA |
4268 WINED3DPBLENDCAPS_INVSRCCOLOR |
4269 WINED3DPBLENDCAPS_ONE |
4270 WINED3DPBLENDCAPS_SRCALPHA |
4271 WINED3DPBLENDCAPS_SRCALPHASAT |
4272 WINED3DPBLENDCAPS_SRCCOLOR |
4273 WINED3DPBLENDCAPS_ZERO;
4275 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4276 WINED3DPBLENDCAPS_DESTCOLOR |
4277 WINED3DPBLENDCAPS_INVDESTALPHA |
4278 WINED3DPBLENDCAPS_INVDESTCOLOR |
4279 WINED3DPBLENDCAPS_INVSRCALPHA |
4280 WINED3DPBLENDCAPS_INVSRCCOLOR |
4281 WINED3DPBLENDCAPS_ONE |
4282 WINED3DPBLENDCAPS_SRCALPHA |
4283 WINED3DPBLENDCAPS_SRCCOLOR |
4284 WINED3DPBLENDCAPS_ZERO;
4285 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4286 * according to the glBlendFunc manpage
4288 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4289 * legacy settings for srcblend only
4292 if (gl_info->supported[EXT_BLEND_COLOR])
4294 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4295 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4299 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4300 WINED3DPCMPCAPS_EQUAL |
4301 WINED3DPCMPCAPS_GREATER |
4302 WINED3DPCMPCAPS_GREATEREQUAL |
4303 WINED3DPCMPCAPS_LESS |
4304 WINED3DPCMPCAPS_LESSEQUAL |
4305 WINED3DPCMPCAPS_NEVER |
4306 WINED3DPCMPCAPS_NOTEQUAL;
4308 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4309 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4310 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4311 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4312 WINED3DPSHADECAPS_COLORFLATRGB |
4313 WINED3DPSHADECAPS_FOGFLAT |
4314 WINED3DPSHADECAPS_FOGGOURAUD |
4315 WINED3DPSHADECAPS_SPECULARFLATRGB;
4317 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4318 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4319 WINED3DPTEXTURECAPS_TRANSPARENCY |
4320 WINED3DPTEXTURECAPS_BORDER |
4321 WINED3DPTEXTURECAPS_MIPMAP |
4322 WINED3DPTEXTURECAPS_PROJECTED |
4323 WINED3DPTEXTURECAPS_PERSPECTIVE;
4325 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4327 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4328 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4331 if (gl_info->supported[EXT_TEXTURE3D])
4333 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4334 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4335 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4338 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4340 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4341 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4342 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4346 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4347 WINED3DPTFILTERCAPS_MAGFPOINT |
4348 WINED3DPTFILTERCAPS_MINFLINEAR |
4349 WINED3DPTFILTERCAPS_MINFPOINT |
4350 WINED3DPTFILTERCAPS_MIPFLINEAR |
4351 WINED3DPTFILTERCAPS_MIPFPOINT |
4352 WINED3DPTFILTERCAPS_LINEAR |
4353 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4354 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4355 WINED3DPTFILTERCAPS_MIPLINEAR |
4356 WINED3DPTFILTERCAPS_MIPNEAREST |
4357 WINED3DPTFILTERCAPS_NEAREST;
4359 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4361 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4362 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4365 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4367 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4368 WINED3DPTFILTERCAPS_MAGFPOINT |
4369 WINED3DPTFILTERCAPS_MINFLINEAR |
4370 WINED3DPTFILTERCAPS_MINFPOINT |
4371 WINED3DPTFILTERCAPS_MIPFLINEAR |
4372 WINED3DPTFILTERCAPS_MIPFPOINT |
4373 WINED3DPTFILTERCAPS_LINEAR |
4374 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4375 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4376 WINED3DPTFILTERCAPS_MIPLINEAR |
4377 WINED3DPTFILTERCAPS_MIPNEAREST |
4378 WINED3DPTFILTERCAPS_NEAREST;
4380 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4382 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4383 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4386 pCaps->CubeTextureFilterCaps = 0;
4388 if (gl_info->supported[EXT_TEXTURE3D])
4390 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4391 WINED3DPTFILTERCAPS_MAGFPOINT |
4392 WINED3DPTFILTERCAPS_MINFLINEAR |
4393 WINED3DPTFILTERCAPS_MINFPOINT |
4394 WINED3DPTFILTERCAPS_MIPFLINEAR |
4395 WINED3DPTFILTERCAPS_MIPFPOINT |
4396 WINED3DPTFILTERCAPS_LINEAR |
4397 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4398 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4399 WINED3DPTFILTERCAPS_MIPLINEAR |
4400 WINED3DPTFILTERCAPS_MIPNEAREST |
4401 WINED3DPTFILTERCAPS_NEAREST;
4403 pCaps->VolumeTextureFilterCaps = 0;
4405 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4406 WINED3DPTADDRESSCAPS_CLAMP |
4407 WINED3DPTADDRESSCAPS_WRAP;
4409 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4411 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4413 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4415 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4417 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4419 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4422 if (gl_info->supported[EXT_TEXTURE3D])
4424 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4425 WINED3DPTADDRESSCAPS_CLAMP |
4426 WINED3DPTADDRESSCAPS_WRAP;
4427 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4429 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4431 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4433 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4435 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4437 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4440 pCaps->VolumeTextureAddressCaps = 0;
4442 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4443 WINED3DLINECAPS_ZTEST |
4444 WINED3DLINECAPS_BLEND |
4445 WINED3DLINECAPS_ALPHACMP |
4446 WINED3DLINECAPS_FOG;
4447 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4448 * idea how generating the smoothing alpha values works; the result is different
4451 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4452 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4454 if (gl_info->supported[EXT_TEXTURE3D])
4455 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4457 pCaps->MaxVolumeExtent = 0;
4459 pCaps->MaxTextureRepeat = 32768;
4460 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4461 pCaps->MaxVertexW = 1.0f;
4463 pCaps->GuardBandLeft = 0.0f;
4464 pCaps->GuardBandTop = 0.0f;
4465 pCaps->GuardBandRight = 0.0f;
4466 pCaps->GuardBandBottom = 0.0f;
4468 pCaps->ExtentsAdjust = 0.0f;
4470 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4471 WINED3DSTENCILCAPS_INCRSAT |
4472 WINED3DSTENCILCAPS_INVERT |
4473 WINED3DSTENCILCAPS_KEEP |
4474 WINED3DSTENCILCAPS_REPLACE |
4475 WINED3DSTENCILCAPS_ZERO;
4476 if (gl_info->supported[EXT_STENCIL_WRAP])
4478 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4479 WINED3DSTENCILCAPS_INCR;
4481 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4483 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4486 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4488 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4489 pCaps->MaxActiveLights = gl_info->limits.lights;
4491 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4492 pCaps->MaxVertexBlendMatrixIndex = 0;
4494 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4495 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4498 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4499 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4500 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4501 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4502 WINED3DVTXPCAPS_LOCALVIEWER |
4503 WINED3DVTXPCAPS_VERTEXFOG |
4504 WINED3DVTXPCAPS_TEXGEN;
4506 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4507 pCaps->MaxVertexIndex = 0xFFFFF;
4508 pCaps->MaxStreams = MAX_STREAMS;
4509 pCaps->MaxStreamStride = 1024;
4511 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4512 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4513 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4514 pCaps->MaxNpatchTessellationLevel = 0;
4515 pCaps->MasterAdapterOrdinal = 0;
4516 pCaps->AdapterOrdinalInGroup = 0;
4517 pCaps->NumberOfAdaptersInGroup = 1;
4519 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4521 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4522 WINED3DPTFILTERCAPS_MAGFPOINT |
4523 WINED3DPTFILTERCAPS_MINFLINEAR |
4524 WINED3DPTFILTERCAPS_MAGFLINEAR;
4525 pCaps->VertexTextureFilterCaps = 0;
4527 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4528 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4530 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4531 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4533 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4534 * Ignore shader model capabilities if disabled in config
4536 if(vs_selected_mode == SHADER_NONE) {
4537 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4538 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4539 pCaps->MaxVertexShaderConst = 0;
4541 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4542 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4545 if(ps_selected_mode == SHADER_NONE) {
4546 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4547 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4548 pCaps->PixelShader1xMaxValue = 0.0f;
4550 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4551 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4554 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4555 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4556 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4558 /* The following caps are shader specific, but they are things we cannot detect, or which
4559 * are the same among all shader models. So to avoid code duplication set the shader version
4560 * specific, but otherwise constant caps here
4562 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4563 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4564 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4565 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4566 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4567 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4568 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4570 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4571 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4573 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4575 pCaps->VS20Caps.Caps = 0;
4576 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4577 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4578 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4580 pCaps->MaxVShaderInstructionsExecuted = 65535;
4581 pCaps->MaxVertexShader30InstructionSlots = 0;
4582 } else { /* VS 1.x */
4583 pCaps->VS20Caps.Caps = 0;
4584 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4585 pCaps->VS20Caps.NumTemps = 0;
4586 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4588 pCaps->MaxVShaderInstructionsExecuted = 0;
4589 pCaps->MaxVertexShader30InstructionSlots = 0;
4592 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4593 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4594 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4596 /* 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 */
4597 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4598 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4599 WINED3DPS20CAPS_PREDICATION |
4600 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4601 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4602 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4603 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4604 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4605 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4607 pCaps->MaxPShaderInstructionsExecuted = 65535;
4608 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4609 adapter->gl_info.limits.arb_ps_instructions);
4611 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4613 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4614 pCaps->PS20Caps.Caps = 0;
4615 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4616 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4617 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4618 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4620 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4621 pCaps->MaxPixelShader30InstructionSlots = 0;
4622 } else { /* PS 1.x */
4623 pCaps->PS20Caps.Caps = 0;
4624 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4625 pCaps->PS20Caps.NumTemps = 0;
4626 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4627 pCaps->PS20Caps.NumInstructionSlots = 0;
4629 pCaps->MaxPShaderInstructionsExecuted = 0;
4630 pCaps->MaxPixelShader30InstructionSlots = 0;
4633 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4634 /* OpenGL supports all the formats below, perhaps not always
4635 * without conversion, but it supports them.
4636 * Further GLSL doesn't seem to have an official unsigned type so
4637 * don't advertise it yet as I'm not sure how we handle it.
4638 * We might need to add some clamping in the shader engine to
4640 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4641 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4642 WINED3DDTCAPS_UBYTE4N |
4643 WINED3DDTCAPS_SHORT2N |
4644 WINED3DDTCAPS_SHORT4N;
4645 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4647 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4648 WINED3DDTCAPS_FLOAT16_4;
4651 pCaps->DeclTypes = 0;
4653 /* Set DirectDraw helper Caps */
4654 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4655 WINEDDCKEYCAPS_SRCBLT;
4656 fx_caps = WINEDDFXCAPS_BLTALPHA |
4657 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4658 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4659 WINEDDFXCAPS_BLTROTATION90 |
4660 WINEDDFXCAPS_BLTSHRINKX |
4661 WINEDDFXCAPS_BLTSHRINKXN |
4662 WINEDDFXCAPS_BLTSHRINKY |
4663 WINEDDFXCAPS_BLTSHRINKXN |
4664 WINEDDFXCAPS_BLTSTRETCHX |
4665 WINEDDFXCAPS_BLTSTRETCHXN |
4666 WINEDDFXCAPS_BLTSTRETCHY |
4667 WINEDDFXCAPS_BLTSTRETCHYN;
4668 blit_caps = WINEDDCAPS_BLT |
4669 WINEDDCAPS_BLTCOLORFILL |
4670 WINEDDCAPS_BLTDEPTHFILL |
4671 WINEDDCAPS_BLTSTRETCH |
4672 WINEDDCAPS_CANBLTSYSMEM |
4673 WINEDDCAPS_CANCLIP |
4674 WINEDDCAPS_CANCLIPSTRETCHED |
4675 WINEDDCAPS_COLORKEY |
4676 WINEDDCAPS_COLORKEYHWASSIST |
4677 WINEDDCAPS_ALIGNBOUNDARYSRC;
4678 pal_caps = WINEDDPCAPS_8BIT |
4679 WINEDDPCAPS_PRIMARYSURFACE;
4681 /* Fill the ddraw caps structure */
4682 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4683 WINEDDCAPS_PALETTE |
4685 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4686 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4687 WINEDDCAPS2_PRIMARYGAMMA |
4688 WINEDDCAPS2_WIDESURFACES |
4689 WINEDDCAPS2_CANRENDERWINDOWED;
4690 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4691 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4692 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4693 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4694 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4695 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4696 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4697 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4698 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4699 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4700 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4701 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4703 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4704 WINEDDSCAPS_BACKBUFFER |
4706 WINEDDSCAPS_FRONTBUFFER |
4707 WINEDDSCAPS_OFFSCREENPLAIN |
4708 WINEDDSCAPS_PALETTE |
4709 WINEDDSCAPS_PRIMARYSURFACE |
4710 WINEDDSCAPS_SYSTEMMEMORY |
4711 WINEDDSCAPS_VIDEOMEMORY |
4712 WINEDDSCAPS_VISIBLE;
4713 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4715 /* Set D3D caps if OpenGL is available. */
4716 if (adapter->opengl)
4718 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4719 WINEDDSCAPS_MIPMAP |
4720 WINEDDSCAPS_TEXTURE |
4721 WINEDDSCAPS_ZBUFFER;
4722 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4728 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4729 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4731 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4732 IWineD3DDeviceImpl *object;
4735 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4736 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4738 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4739 * number and create a device without a 3D adapter for 2D only operation. */
4740 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4742 return WINED3DERR_INVALIDCALL;
4745 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4748 ERR("Failed to allocate device memory.\n");
4749 return E_OUTOFMEMORY;
4752 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4755 WARN("Failed to initialize device, hr %#x.\n", hr);
4756 HeapFree(GetProcessHeap(), 0, object);
4760 TRACE("Created device %p.\n", object);
4761 *device = (IWineD3DDevice *)object;
4763 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4768 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4770 TRACE("iface %p.\n", iface);
4772 return ((IWineD3DImpl *)iface)->parent;
4775 static void WINE_GLAPI invalid_func(const void *data)
4777 ERR("Invalid vertex attribute function called\n");
4781 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4783 ERR("Invalid texcoord function called\n");
4787 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4788 * the extension detection and are used in drawStridedSlow
4790 static void WINE_GLAPI position_d3dcolor(const void *data)
4792 DWORD pos = *((const DWORD *)data);
4794 FIXME("Add a test for fixed function position from d3dcolor type\n");
4795 glVertex4s(D3DCOLOR_B_R(pos),
4801 static void WINE_GLAPI position_float4(const void *data)
4803 const GLfloat *pos = data;
4805 if (pos[3] != 0.0f && pos[3] != 1.0f)
4807 float w = 1.0f / pos[3];
4809 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4817 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4819 DWORD diffuseColor = *((const DWORD *)data);
4821 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4822 D3DCOLOR_B_G(diffuseColor),
4823 D3DCOLOR_B_B(diffuseColor),
4824 D3DCOLOR_B_A(diffuseColor));
4827 static void WINE_GLAPI specular_d3dcolor(const void *data)
4829 DWORD specularColor = *((const DWORD *)data);
4830 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4831 D3DCOLOR_B_G(specularColor),
4832 D3DCOLOR_B_B(specularColor)};
4834 specular_func_3ubv(d);
4837 static void WINE_GLAPI warn_no_specular_func(const void *data)
4839 WARN("GL_EXT_secondary_color not supported\n");
4842 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4844 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4845 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4846 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4847 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4848 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4849 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4850 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4851 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4852 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4853 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4854 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4855 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4862 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4863 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4864 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4865 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4866 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4867 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4868 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4869 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4870 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4871 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4872 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4873 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4874 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4875 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4876 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4878 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4880 /* No 4 component entry points here */
4881 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4882 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4883 if (gl_info->supported[EXT_SECONDARY_COLOR])
4885 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4889 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4891 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4892 if (gl_info->supported[EXT_SECONDARY_COLOR])
4894 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4895 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4899 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4901 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4902 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4903 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4904 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4905 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4906 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4907 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4914 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4915 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4917 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4918 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4919 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4920 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4921 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4922 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4923 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4924 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4925 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4935 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4936 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4937 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4938 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4939 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4941 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4950 if (gl_info->supported[NV_HALF_FLOAT])
4952 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4961 /* Do not call while under the GL lock. */
4962 static BOOL InitAdapters(IWineD3DImpl *This)
4964 static HMODULE mod_gl;
4966 int ps_selected_mode, vs_selected_mode;
4968 /* No need to hold any lock. The calling library makes sure only one thread calls
4969 * wined3d simultaneously
4972 TRACE("Initializing adapters\n");
4975 #ifdef USE_WIN32_OPENGL
4976 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4977 mod_gl = LoadLibraryA("opengl32.dll");
4979 ERR("Can't load opengl32.dll!\n");
4983 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4984 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4985 mod_gl = GetModuleHandleA("gdi32.dll");
4989 /* Load WGL core functions from opengl32.dll */
4990 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4994 if(!pwglGetProcAddress) {
4995 ERR("Unable to load wglGetProcAddress!\n");
4999 /* Dynamically load all GL core functions */
5003 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5004 * otherwise because we have to use winex11.drv's override
5006 #ifdef USE_WIN32_OPENGL
5007 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5008 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5010 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5011 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5014 glEnableWINE = glEnable;
5015 glDisableWINE = glDisable;
5017 /* For now only one default adapter */
5019 struct wined3d_adapter *adapter = &This->adapters[0];
5020 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5021 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5025 WineD3D_PixelFormat *cfgs;
5026 DISPLAY_DEVICEW DisplayDevice;
5029 TRACE("Initializing default adapter\n");
5030 adapter->ordinal = 0;
5031 adapter->monitorPoint.x = -1;
5032 adapter->monitorPoint.y = -1;
5034 if (!AllocateLocallyUniqueId(&adapter->luid))
5036 DWORD err = GetLastError();
5037 ERR("Failed to set adapter LUID (%#x).\n", err);
5040 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5041 adapter->luid.HighPart, adapter->luid.LowPart);
5043 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5045 ERR("Failed to get a gl context for default adapter\n");
5049 ret = IWineD3DImpl_FillGLCaps(adapter);
5051 ERR("Failed to initialize gl caps for default adapter\n");
5052 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5055 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5057 ERR("Failed to init gl formats\n");
5058 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5062 hdc = fake_gl_ctx.dc;
5064 adapter->TextureRam = adapter->driver_info.vidmem;
5065 adapter->UsedTextureRam = 0;
5066 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5068 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5069 DisplayDevice.cb = sizeof(DisplayDevice);
5070 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5071 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5072 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5074 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5081 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5082 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5084 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5085 cfgs = adapter->cfgs;
5086 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5087 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5088 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5089 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5090 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5091 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5092 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5093 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5094 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5095 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5096 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5098 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5100 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5105 /* Cache the pixel format */
5106 cfgs->iPixelFormat = iPixelFormat;
5107 cfgs->redSize = values[0];
5108 cfgs->greenSize = values[1];
5109 cfgs->blueSize = values[2];
5110 cfgs->alphaSize = values[3];
5111 cfgs->colorSize = values[4];
5112 cfgs->depthSize = values[5];
5113 cfgs->stencilSize = values[6];
5114 cfgs->windowDrawable = values[7];
5115 cfgs->iPixelType = values[8];
5116 cfgs->doubleBuffer = values[9];
5117 cfgs->auxBuffers = values[10];
5119 cfgs->numSamples = 0;
5120 /* Check multisample support */
5121 if (gl_info->supported[ARB_MULTISAMPLE])
5123 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5125 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5126 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5127 * value[1] = number of multi sample buffers*/
5129 cfgs->numSamples = value[1];
5133 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5134 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5135 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5136 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5137 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5143 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5144 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5145 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5147 cfgs = adapter->cfgs;
5148 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5150 PIXELFORMATDESCRIPTOR ppfd;
5152 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5156 /* We only want HW acceleration using an OpenGL ICD driver.
5157 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5158 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5160 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5162 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5166 cfgs->iPixelFormat = iPixelFormat;
5167 cfgs->redSize = ppfd.cRedBits;
5168 cfgs->greenSize = ppfd.cGreenBits;
5169 cfgs->blueSize = ppfd.cBlueBits;
5170 cfgs->alphaSize = ppfd.cAlphaBits;
5171 cfgs->colorSize = ppfd.cColorBits;
5172 cfgs->depthSize = ppfd.cDepthBits;
5173 cfgs->stencilSize = ppfd.cStencilBits;
5174 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5175 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5176 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5177 cfgs->auxBuffers = ppfd.cAuxBuffers;
5178 cfgs->numSamples = 0;
5180 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5181 "depth=%d, stencil=%d, windowDrawable=%d\n",
5182 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5183 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5184 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5189 /* 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 */
5192 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5194 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5195 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5200 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5201 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5202 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5203 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5204 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5205 * driver is allowed to consume more bits EXCEPT for stencil bits.
5207 * Mark an adapter with this broken stencil behavior.
5209 adapter->brokenStencil = TRUE;
5210 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5212 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5213 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5214 adapter->brokenStencil = FALSE;
5219 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5221 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5222 fillGLAttribFuncs(&adapter->gl_info);
5223 adapter->opengl = TRUE;
5225 This->adapter_count = 1;
5226 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5231 /* Initialize an adapter for ddraw-only memory counting */
5232 memset(This->adapters, 0, sizeof(This->adapters));
5233 This->adapters[0].ordinal = 0;
5234 This->adapters[0].opengl = FALSE;
5235 This->adapters[0].monitorPoint.x = -1;
5236 This->adapters[0].monitorPoint.y = -1;
5238 This->adapters[0].driver_info.name = "Display";
5239 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5240 if(wined3d_settings.emulated_textureram) {
5241 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5243 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5246 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5248 This->adapter_count = 1;
5252 /**********************************************************
5253 * IWineD3D VTbl follows
5254 **********************************************************/
5256 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5259 IWineD3DImpl_QueryInterface,
5260 IWineD3DImpl_AddRef,
5261 IWineD3DImpl_Release,
5263 IWineD3DImpl_GetParent,
5264 IWineD3DImpl_GetAdapterCount,
5265 IWineD3DImpl_RegisterSoftwareDevice,
5266 IWineD3DImpl_GetAdapterMonitor,
5267 IWineD3DImpl_GetAdapterModeCount,
5268 IWineD3DImpl_EnumAdapterModes,
5269 IWineD3DImpl_GetAdapterDisplayMode,
5270 IWineD3DImpl_GetAdapterIdentifier,
5271 IWineD3DImpl_CheckDeviceMultiSampleType,
5272 IWineD3DImpl_CheckDepthStencilMatch,
5273 IWineD3DImpl_CheckDeviceType,
5274 IWineD3DImpl_CheckDeviceFormat,
5275 IWineD3DImpl_CheckDeviceFormatConversion,
5276 IWineD3DImpl_GetDeviceCaps,
5277 IWineD3DImpl_CreateDevice
5280 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5282 const struct wined3d_parent_ops wined3d_null_parent_ops =
5284 wined3d_null_wined3d_object_destroyed,
5287 /* Do not call while under the GL lock. */
5288 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5290 wined3d->lpVtbl = &IWineD3D_Vtbl;
5291 wined3d->dxVersion = version;
5293 wined3d->parent = parent;
5295 if (!InitAdapters(wined3d))
5297 WARN("Failed to initialize adapters.\n");
5300 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);