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_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the maximum Direct3D version the driver supports.
967 * y -> d3d version mapping:
976 * "z" is the subversion number.
978 * "w" is the vendor specific driver build number.
981 struct driver_version_information
983 enum wined3d_display_driver driver;
984 enum wined3d_driver_model driver_model;
985 const char *driver_name; /* name of Windows driver */
986 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
987 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
995 * - Radeon HD2x00 (R600) and up supported by current drivers.
996 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
997 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
998 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
999 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1000 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1001 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1002 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1003 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1004 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1007 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1008 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1009 * igxprd32.dll but the GMA800 driver was never updated. */
1010 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1011 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1012 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1013 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1014 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1015 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1018 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1019 * - GeforceFX support is up to 173.x on <= XP
1020 * - Geforce2MX/3/4 up to 96.x on <= XP
1021 * - TNT/Geforce1/2 up to 71.x on <= XP
1022 * All version numbers used below are from the Linux nvidia drivers. */
1023 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1024 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1025 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1026 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1027 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1030 struct gpu_description
1032 WORD vendor; /* reported PCI card vendor ID */
1033 WORD card; /* reported PCI card device ID */
1034 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1035 enum wined3d_display_driver driver;
1036 unsigned int vidmem;
1039 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1040 * found on a board containing a specific GPU. */
1041 static const struct gpu_description gpu_description_table[] =
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1085 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1086 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1087 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1088 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1089 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1090 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1102 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1103 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1104 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1105 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1106 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1107 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1108 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1111 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1112 enum wined3d_driver_model driver_model)
1116 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1117 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1119 const struct driver_version_information *entry = &driver_version_table[i];
1121 if (entry->driver == driver && entry->driver_model == driver_model)
1123 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1124 entry->driver_name, entry->version, entry->subversion, entry->build);
1132 static void init_driver_info(struct wined3d_driver_info *driver_info,
1133 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1135 OSVERSIONINFOW os_version;
1136 WORD driver_os_version;
1138 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1139 enum wined3d_driver_model driver_model;
1140 const struct driver_version_information *version_info;
1142 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1144 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1145 vendor = wined3d_settings.pci_vendor_id;
1147 driver_info->vendor = vendor;
1149 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1151 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1152 device = wined3d_settings.pci_device_id;
1154 driver_info->device = device;
1156 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1157 * overrides the pci ids to a card which is not in our database. */
1158 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1160 memset(&os_version, 0, sizeof(os_version));
1161 os_version.dwOSVersionInfoSize = sizeof(os_version);
1162 if (!GetVersionExW(&os_version))
1164 ERR("Failed to get OS version, reporting 2000/XP.\n");
1165 driver_os_version = 6;
1166 driver_model = DRIVER_MODEL_NT5X;
1170 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1171 switch (os_version.dwMajorVersion)
1174 /* If needed we could distinguish between 9x and NT4, but this code won't make
1175 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1177 driver_os_version = 4;
1178 driver_model = DRIVER_MODEL_WIN9X;
1182 driver_os_version = 6;
1183 driver_model = DRIVER_MODEL_NT5X;
1187 if (os_version.dwMinorVersion == 0)
1189 driver_os_version = 7;
1190 driver_model = DRIVER_MODEL_NT6X;
1194 if (os_version.dwMinorVersion > 1)
1196 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1197 os_version.dwMajorVersion, os_version.dwMinorVersion);
1199 driver_os_version = 8;
1200 driver_model = DRIVER_MODEL_NT6X;
1205 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1206 os_version.dwMajorVersion, os_version.dwMinorVersion);
1207 driver_os_version = 6;
1208 driver_model = DRIVER_MODEL_NT5X;
1213 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1214 * This means that unless the ids are overriden, we will always find a GPU description. */
1215 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1217 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1219 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1221 driver_info->description = gpu_description_table[i].description;
1222 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1223 driver = gpu_description_table[i].driver;
1228 if (wined3d_settings.emulated_textureram)
1230 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1231 driver_info->vidmem = wined3d_settings.emulated_textureram;
1234 /* Try to obtain driver version information for the current Windows version. This fails in
1236 * - the gpu is not available on the currently selected OS version:
1237 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1238 * version information for the current Windows version is returned instead of faked info.
1239 * We do the same and assume the default Windows version to emulate is WinXP.
1241 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1242 * For now return the XP driver info. Perhaps later on we should return VESA.
1244 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1245 * This could be an indication that our database is not up to date, so this should be fixed.
1247 version_info = get_driver_version_info(driver, driver_model);
1250 driver_info->name = version_info->driver_name;
1251 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1252 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1256 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
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 driver_info->description = "Direct3D HAL";
1266 driver_info->name = "Display";
1267 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1268 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1270 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1271 vendor, device, driver_model);
1275 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1276 driver_info->version_high, driver_info->version_low);
1279 /* Context activation is done by the caller. */
1280 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1281 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1285 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1287 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1288 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1289 quirk_table[i].apply(gl_info);
1292 /* Find out if PBOs work as they are supposed to. */
1293 test_pbo_functionality(gl_info);
1296 static DWORD wined3d_parse_gl_version(const char *gl_version)
1298 const char *ptr = gl_version;
1302 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1304 while (isdigit(*ptr)) ++ptr;
1305 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1309 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1311 return MAKEDWORD_VERSION(major, minor);
1314 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1317 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1318 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1319 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1321 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1322 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1323 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1324 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1325 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1326 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1327 * DirectDraw, not OpenGL. */
1328 if (gl_info->supported[APPLE_FENCE]
1329 && gl_info->supported[APPLE_CLIENT_STORAGE]
1330 && gl_info->supported[APPLE_FLUSH_RENDER]
1331 && gl_info->supported[APPLE_YCBCR_422])
1332 return GL_VENDOR_APPLE;
1334 if (strstr(gl_vendor_string, "NVIDIA"))
1335 return GL_VENDOR_NVIDIA;
1337 if (strstr(gl_vendor_string, "ATI"))
1338 return GL_VENDOR_FGLRX;
1340 if (strstr(gl_vendor_string, "Intel(R)")
1341 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1342 || strstr(gl_renderer, "Intel")
1343 || strstr(gl_vendor_string, "Intel Inc."))
1344 return GL_VENDOR_INTEL;
1346 if (strstr(gl_vendor_string, "Mesa")
1347 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1348 || strstr(gl_vendor_string, "DRI R300 Project")
1349 || strstr(gl_vendor_string, "X.Org R300 Project")
1350 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1351 || strstr(gl_vendor_string, "VMware, Inc.")
1352 || strstr(gl_renderer, "Mesa")
1353 || strstr(gl_renderer, "Gallium"))
1354 return GL_VENDOR_MESA;
1356 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1357 debugstr_a(gl_vendor_string));
1359 return GL_VENDOR_UNKNOWN;
1362 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1364 if (strstr(gl_vendor_string, "NVIDIA"))
1365 return HW_VENDOR_NVIDIA;
1367 if (strstr(gl_vendor_string, "ATI")
1368 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1369 || strstr(gl_vendor_string, "X.Org R300 Project")
1370 || strstr(gl_renderer, "R100")
1371 || strstr(gl_renderer, "R200")
1372 || strstr(gl_renderer, "R300")
1373 || strstr(gl_renderer, "R600")
1374 || strstr(gl_renderer, "R700"))
1375 return HW_VENDOR_ATI;
1377 if (strstr(gl_vendor_string, "Intel(R)")
1378 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1379 || strstr(gl_renderer, "Intel")
1380 || strstr(gl_vendor_string, "Intel Inc."))
1381 return HW_VENDOR_INTEL;
1383 if (strstr(gl_vendor_string, "Mesa")
1384 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1385 || strstr(gl_vendor_string, "VMware, Inc."))
1386 return HW_VENDOR_SOFTWARE;
1388 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1390 return HW_VENDOR_NVIDIA;
1395 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1396 const char *gl_renderer)
1398 if (WINE_D3D10_CAPABLE(gl_info))
1400 /* Geforce 400 - highend */
1401 if (strstr(gl_renderer, "GTX 480"))
1403 return CARD_NVIDIA_GEFORCE_GTX480;
1406 /* Geforce 400 - midend high */
1407 if (strstr(gl_renderer, "GTX 470"))
1409 return CARD_NVIDIA_GEFORCE_GTX470;
1412 /* Geforce 400 - midend */
1413 if (strstr(gl_renderer, "GTX 460"))
1415 return CARD_NVIDIA_GEFORCE_GTX460;
1418 /* Geforce 300 highend mobile */
1419 if (strstr(gl_renderer, "GTS 350M")
1420 || strstr(gl_renderer, "GTS 360M"))
1422 return CARD_NVIDIA_GEFORCE_GTS350M;
1425 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1426 if (strstr(gl_renderer, "GT 325M")
1427 || strstr(gl_renderer, "GT 330M"))
1429 return CARD_NVIDIA_GEFORCE_GT325M;
1432 /* Geforce 200 - highend */
1433 if (strstr(gl_renderer, "GTX 280")
1434 || strstr(gl_renderer, "GTX 285")
1435 || strstr(gl_renderer, "GTX 295"))
1437 return CARD_NVIDIA_GEFORCE_GTX280;
1440 /* Geforce 200 - midend high */
1441 if (strstr(gl_renderer, "GTX 275"))
1443 return CARD_NVIDIA_GEFORCE_GTX275;
1446 /* Geforce 200 - midend */
1447 if (strstr(gl_renderer, "GTX 260"))
1449 return CARD_NVIDIA_GEFORCE_GTX260;
1451 /* Geforce 200 - midend */
1452 if (strstr(gl_renderer, "GT 240"))
1454 return CARD_NVIDIA_GEFORCE_GT240;
1457 /* Geforce 200 lowend */
1458 if (strstr(gl_renderer, "GT 220"))
1460 return CARD_NVIDIA_GEFORCE_GT220;
1462 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1463 if (strstr(gl_renderer, "Geforce 210")
1464 || strstr(gl_renderer, "G 210")
1465 || strstr(gl_renderer, "Geforce 305")
1466 || strstr(gl_renderer, "Geforce 310"))
1468 return CARD_NVIDIA_GEFORCE_210;
1471 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1472 if (strstr(gl_renderer, "9800")
1473 || strstr(gl_renderer, "GTS 150")
1474 || strstr(gl_renderer, "GTS 250"))
1476 return CARD_NVIDIA_GEFORCE_9800GT;
1479 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1480 if (strstr(gl_renderer, "9600")
1481 || strstr(gl_renderer, "GT 140"))
1483 return CARD_NVIDIA_GEFORCE_9600GT;
1486 /* Geforce9 - midend low / Geforce 200 - low */
1487 if (strstr(gl_renderer, "9500")
1488 || strstr(gl_renderer, "GT 120")
1489 || strstr(gl_renderer, "GT 130"))
1491 return CARD_NVIDIA_GEFORCE_9500GT;
1494 /* Geforce9 - lowend */
1495 if (strstr(gl_renderer, "9400"))
1497 return CARD_NVIDIA_GEFORCE_9400GT;
1500 /* Geforce9 - lowend low */
1501 if (strstr(gl_renderer, "9100")
1502 || strstr(gl_renderer, "9200")
1503 || strstr(gl_renderer, "9300")
1504 || strstr(gl_renderer, "G 100"))
1506 return CARD_NVIDIA_GEFORCE_9200;
1509 /* Geforce8 - highend high*/
1510 if (strstr(gl_renderer, "8800 GTX"))
1512 return CARD_NVIDIA_GEFORCE_8800GTX;
1515 /* Geforce8 - highend */
1516 if (strstr(gl_renderer, "8800"))
1518 return CARD_NVIDIA_GEFORCE_8800GTS;
1521 /* Geforce8 - midend mobile */
1522 if (strstr(gl_renderer, "8600 M"))
1524 return CARD_NVIDIA_GEFORCE_8600MGT;
1527 /* Geforce8 - midend */
1528 if (strstr(gl_renderer, "8600")
1529 || strstr(gl_renderer, "8700"))
1531 return CARD_NVIDIA_GEFORCE_8600GT;
1534 /* Geforce8 - mid-lowend */
1535 if (strstr(gl_renderer, "8400")
1536 || strstr(gl_renderer, "8500"))
1538 return CARD_NVIDIA_GEFORCE_8400GS;
1541 /* Geforce8 - lowend */
1542 if (strstr(gl_renderer, "8100")
1543 || strstr(gl_renderer, "8200")
1544 || strstr(gl_renderer, "8300"))
1546 return CARD_NVIDIA_GEFORCE_8300GS;
1549 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1550 return CARD_NVIDIA_GEFORCE_8300GS;
1553 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1554 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1556 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1558 /* Geforce7 - highend */
1559 if (strstr(gl_renderer, "7800")
1560 || strstr(gl_renderer, "7900")
1561 || strstr(gl_renderer, "7950")
1562 || strstr(gl_renderer, "Quadro FX 4")
1563 || strstr(gl_renderer, "Quadro FX 5"))
1565 return CARD_NVIDIA_GEFORCE_7800GT;
1568 /* Geforce7 midend */
1569 if (strstr(gl_renderer, "7600")
1570 || strstr(gl_renderer, "7700"))
1572 return CARD_NVIDIA_GEFORCE_7600;
1575 /* Geforce7 lower medium */
1576 if (strstr(gl_renderer, "7400"))
1578 return CARD_NVIDIA_GEFORCE_7400;
1581 /* Geforce7 lowend */
1582 if (strstr(gl_renderer, "7300"))
1584 return CARD_NVIDIA_GEFORCE_7300;
1587 /* Geforce6 highend */
1588 if (strstr(gl_renderer, "6800"))
1590 return CARD_NVIDIA_GEFORCE_6800;
1593 /* Geforce6 - midend */
1594 if (strstr(gl_renderer, "6600")
1595 || strstr(gl_renderer, "6610")
1596 || strstr(gl_renderer, "6700"))
1598 return CARD_NVIDIA_GEFORCE_6600GT;
1601 /* Geforce6/7 lowend */
1602 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1605 if (WINE_D3D9_CAPABLE(gl_info))
1607 /* GeforceFX - highend */
1608 if (strstr(gl_renderer, "5800")
1609 || strstr(gl_renderer, "5900")
1610 || strstr(gl_renderer, "5950")
1611 || strstr(gl_renderer, "Quadro FX"))
1613 return CARD_NVIDIA_GEFORCEFX_5800;
1616 /* GeforceFX - midend */
1617 if (strstr(gl_renderer, "5600")
1618 || strstr(gl_renderer, "5650")
1619 || strstr(gl_renderer, "5700")
1620 || strstr(gl_renderer, "5750"))
1622 return CARD_NVIDIA_GEFORCEFX_5600;
1625 /* GeforceFX - lowend */
1626 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1629 if (WINE_D3D8_CAPABLE(gl_info))
1631 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1633 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1636 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1639 if (WINE_D3D7_CAPABLE(gl_info))
1641 if (strstr(gl_renderer, "GeForce4 MX"))
1643 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1646 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1648 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1651 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1653 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1656 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1659 if (strstr(gl_renderer, "TNT2"))
1661 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1664 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1667 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1668 const char *gl_renderer)
1670 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1672 * Beware: renderer string do not match exact card model,
1673 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1674 if (WINE_D3D10_CAPABLE(gl_info))
1676 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1677 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1678 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1679 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1681 return CARD_ATI_RADEON_HD5800;
1684 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1685 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1686 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1687 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1689 return CARD_ATI_RADEON_HD5700;
1692 /* Radeon R7xx HD4800 - highend */
1693 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1694 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1695 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1696 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1697 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1699 return CARD_ATI_RADEON_HD4800;
1702 /* Radeon R740 HD4700 - midend */
1703 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1704 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1706 return CARD_ATI_RADEON_HD4700;
1709 /* Radeon R730 HD4600 - midend */
1710 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1711 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1712 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1714 return CARD_ATI_RADEON_HD4600;
1717 /* Radeon R710 HD4500/HD4350 - lowend */
1718 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1719 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1721 return CARD_ATI_RADEON_HD4350;
1724 /* Radeon R6xx HD2900/HD3800 - highend */
1725 if (strstr(gl_renderer, "HD 2900")
1726 || strstr(gl_renderer, "HD 3870")
1727 || strstr(gl_renderer, "HD 3850"))
1729 return CARD_ATI_RADEON_HD2900;
1732 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1733 if (strstr(gl_renderer, "HD 2600")
1734 || strstr(gl_renderer, "HD 3830")
1735 || strstr(gl_renderer, "HD 3690")
1736 || strstr(gl_renderer, "HD 3650"))
1738 return CARD_ATI_RADEON_HD2600;
1741 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1742 * Note HD2300=DX9, HD2350=DX10 */
1743 if (strstr(gl_renderer, "HD 2350")
1744 || strstr(gl_renderer, "HD 2400")
1745 || strstr(gl_renderer, "HD 3470")
1746 || strstr(gl_renderer, "HD 3450")
1747 || strstr(gl_renderer, "HD 3430")
1748 || strstr(gl_renderer, "HD 3400"))
1750 return CARD_ATI_RADEON_HD2350;
1753 /* Radeon R6xx/R7xx integrated */
1754 if (strstr(gl_renderer, "HD 3100")
1755 || strstr(gl_renderer, "HD 3200")
1756 || strstr(gl_renderer, "HD 3300"))
1758 return CARD_ATI_RADEON_HD3200;
1761 /* Default for when no GPU has been found */
1762 return CARD_ATI_RADEON_HD3200;
1765 if (WINE_D3D8_CAPABLE(gl_info))
1768 if (strstr(gl_renderer, "X1600")
1769 || strstr(gl_renderer, "X1650")
1770 || strstr(gl_renderer, "X1800")
1771 || strstr(gl_renderer, "X1900")
1772 || strstr(gl_renderer, "X1950"))
1774 return CARD_ATI_RADEON_X1600;
1777 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1778 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1779 if (strstr(gl_renderer, "X700")
1780 || strstr(gl_renderer, "X800")
1781 || strstr(gl_renderer, "X850")
1782 || strstr(gl_renderer, "X1300")
1783 || strstr(gl_renderer, "X1400")
1784 || strstr(gl_renderer, "X1450")
1785 || strstr(gl_renderer, "X1550")
1786 || strstr(gl_renderer, "X2300")
1787 || strstr(gl_renderer, "X2500")
1788 || strstr(gl_renderer, "HD 2300")
1791 return CARD_ATI_RADEON_X700;
1794 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1795 if (strstr(gl_renderer, "Radeon Xpress"))
1797 return CARD_ATI_RADEON_XPRESS_200M;
1801 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1804 if (WINE_D3D8_CAPABLE(gl_info))
1806 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1809 if (WINE_D3D7_CAPABLE(gl_info))
1811 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1814 return CARD_ATI_RAGE_128PRO;
1817 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1818 const char *gl_renderer)
1820 if (strstr(gl_renderer, "X3100"))
1822 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1823 return CARD_INTEL_X3100;
1826 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1828 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1829 return CARD_INTEL_I945GM;
1832 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1833 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1834 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1835 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1836 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1837 return CARD_INTEL_I915G;
1841 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1842 const char *gl_renderer)
1844 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1846 * Beware: renderer string do not match exact card model,
1847 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1848 if (strstr(gl_renderer, "Gallium"))
1850 /* Radeon R7xx HD4800 - highend */
1851 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1852 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1853 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1855 return CARD_ATI_RADEON_HD4800;
1858 /* Radeon R740 HD4700 - midend */
1859 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1861 return CARD_ATI_RADEON_HD4700;
1864 /* Radeon R730 HD4600 - midend */
1865 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1867 return CARD_ATI_RADEON_HD4600;
1870 /* Radeon R710 HD4500/HD4350 - lowend */
1871 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1873 return CARD_ATI_RADEON_HD4350;
1876 /* Radeon R6xx HD2900/HD3800 - highend */
1877 if (strstr(gl_renderer, "R600")
1878 || strstr(gl_renderer, "RV670")
1879 || strstr(gl_renderer, "R680"))
1881 return CARD_ATI_RADEON_HD2900;
1884 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1885 if (strstr(gl_renderer, "RV630")
1886 || strstr(gl_renderer, "RV635"))
1888 return CARD_ATI_RADEON_HD2600;
1891 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1892 if (strstr(gl_renderer, "RV610")
1893 || strstr(gl_renderer, "RV620"))
1895 return CARD_ATI_RADEON_HD2350;
1898 /* Radeon R6xx/R7xx integrated */
1899 if (strstr(gl_renderer, "RS780")
1900 || strstr(gl_renderer, "RS880"))
1902 return CARD_ATI_RADEON_HD3200;
1906 if (strstr(gl_renderer, "RV530")
1907 || strstr(gl_renderer, "RV535")
1908 || strstr(gl_renderer, "RV560")
1909 || strstr(gl_renderer, "R520")
1910 || strstr(gl_renderer, "RV570")
1911 || strstr(gl_renderer, "R580"))
1913 return CARD_ATI_RADEON_X1600;
1916 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1917 if (strstr(gl_renderer, "R410")
1918 || strstr(gl_renderer, "R420")
1919 || strstr(gl_renderer, "R423")
1920 || strstr(gl_renderer, "R430")
1921 || strstr(gl_renderer, "R480")
1922 || strstr(gl_renderer, "R481")
1923 || strstr(gl_renderer, "RV410")
1924 || strstr(gl_renderer, "RV515")
1925 || strstr(gl_renderer, "RV516"))
1927 return CARD_ATI_RADEON_X700;
1930 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1931 if (strstr(gl_renderer, "RS400")
1932 || strstr(gl_renderer, "RS480")
1933 || strstr(gl_renderer, "RS482")
1934 || strstr(gl_renderer, "RS485")
1935 || strstr(gl_renderer, "RS600")
1936 || strstr(gl_renderer, "RS690")
1937 || strstr(gl_renderer, "RS740"))
1939 return CARD_ATI_RADEON_XPRESS_200M;
1943 if (strstr(gl_renderer, "R300")
1944 || strstr(gl_renderer, "RV350")
1945 || strstr(gl_renderer, "RV351")
1946 || strstr(gl_renderer, "RV360")
1947 || strstr(gl_renderer, "RV370")
1948 || strstr(gl_renderer, "R350")
1949 || strstr(gl_renderer, "R360"))
1951 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1955 if (WINE_D3D9_CAPABLE(gl_info))
1957 /* Radeon R7xx HD4800 - highend */
1958 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1959 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1960 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1962 return CARD_ATI_RADEON_HD4800;
1965 /* Radeon R740 HD4700 - midend */
1966 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1968 return CARD_ATI_RADEON_HD4700;
1971 /* Radeon R730 HD4600 - midend */
1972 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1974 return CARD_ATI_RADEON_HD4600;
1977 /* Radeon R710 HD4500/HD4350 - lowend */
1978 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1980 return CARD_ATI_RADEON_HD4350;
1983 /* Radeon R6xx HD2900/HD3800 - highend */
1984 if (strstr(gl_renderer, "(R600")
1985 || strstr(gl_renderer, "(RV670")
1986 || strstr(gl_renderer, "(R680"))
1988 return CARD_ATI_RADEON_HD2900;
1991 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1992 if (strstr(gl_renderer, "(RV630")
1993 || strstr(gl_renderer, "(RV635"))
1995 return CARD_ATI_RADEON_HD2600;
1998 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1999 if (strstr(gl_renderer, "(RV610")
2000 || strstr(gl_renderer, "(RV620"))
2002 return CARD_ATI_RADEON_HD2350;
2005 /* Radeon R6xx/R7xx integrated */
2006 if (strstr(gl_renderer, "(RS780")
2007 || strstr(gl_renderer, "(RS880"))
2009 return CARD_ATI_RADEON_HD3200;
2013 if (WINE_D3D8_CAPABLE(gl_info))
2015 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2018 if (WINE_D3D7_CAPABLE(gl_info))
2020 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2023 return CARD_ATI_RAGE_128PRO;
2026 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2027 const char *gl_renderer)
2029 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2030 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2031 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2032 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2033 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2034 return CARD_NVIDIA_RIVA_128;
2037 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2038 const char *gl_renderer)
2040 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2041 return CARD_INTEL_I915G;
2045 struct vendor_card_selection
2047 enum wined3d_gl_vendor gl_vendor;
2048 enum wined3d_pci_vendor card_vendor;
2049 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2050 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2053 static const struct vendor_card_selection vendor_card_select_table[] =
2055 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2056 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2057 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2058 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2059 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2060 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2061 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2062 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2063 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2067 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2068 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2070 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2071 * different GPUs with roughly the same features. In most cases GPUs from a
2072 * certain family differ in clockspeeds, the amount of video memory and the
2073 * number of shader pipelines.
2075 * A Direct3D device object contains the PCI id (vendor + device) of the
2076 * videocard which is used for rendering. Various applications use this
2077 * information to get a rough estimation of the features of the card and
2078 * some might use it for enabling 3d effects only on certain types of
2079 * videocards. In some cases games might even use it to work around bugs
2080 * which happen on certain videocards/driver combinations. The problem is
2081 * that OpenGL only exposes a rendering string containing the name of the
2082 * videocard and not the PCI id.
2084 * Various games depend on the PCI id, so somehow we need to provide one.
2085 * A simple option is to parse the renderer string and translate this to
2086 * the right PCI id. This is a lot of work because there are more than 200
2087 * GPUs just for Nvidia. Various cards share the same renderer string, so
2088 * the amount of code might be 'small' but there are quite a number of
2089 * exceptions which would make this a pain to maintain. Another way would
2090 * be to query the PCI id from the operating system (assuming this is the
2091 * videocard which is used for rendering which is not always the case).
2092 * This would work but it is not very portable. Second it would not work
2093 * well in, let's say, a remote X situation in which the amount of 3d
2094 * features which can be used is limited.
2096 * As said most games only use the PCI id to get an indication of the
2097 * capabilities of the card. It doesn't really matter if the given id is
2098 * the correct one if we return the id of a card with similar 3d features.
2100 * The code below checks the OpenGL capabilities of a videocard and matches
2101 * that to a certain level of Direct3D functionality. Once a card passes
2102 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2103 * least a GeforceFX. To give a better estimate we do a basic check on the
2104 * renderer string but if that won't pass we return a default card. This
2105 * way is better than maintaining a full card database as even without a
2106 * full database we can return a card with similar features. Second the
2107 * size of the database can be made quite small because when you know what
2108 * type of 3d functionality a card has, you know to which GPU family the
2109 * GPU must belong. Because of this you only have to check a small part of
2110 * the renderer string to distinguishes between different models from that
2113 * The code also selects a default amount of video memory which we will
2114 * use for an estimation of the amount of free texture memory. In case of
2115 * real D3D the amount of texture memory includes video memory and system
2116 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2117 * HyperMemory). We don't know how much system memory can be addressed by
2118 * the system but we can make a reasonable estimation about the amount of
2119 * video memory. If the value is slightly wrong it doesn't matter as we
2120 * didn't include AGP-like memory which makes the amount of addressable
2121 * memory higher and second OpenGL isn't that critical it moves to system
2122 * memory behind our backs if really needed. Note that the amount of video
2123 * memory can be overruled using a registry setting. */
2127 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2129 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2130 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2132 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2133 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2136 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2137 *gl_vendor, *card_vendor);
2139 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2140 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2141 * them a good generic choice. */
2142 *card_vendor = HW_VENDOR_NVIDIA;
2143 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2144 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2145 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2146 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2147 return CARD_NVIDIA_RIVA_128;
2150 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2152 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2153 int vs_selected_mode, ps_selected_mode;
2155 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2156 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2157 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2158 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2159 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2160 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2161 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2162 else return &ffp_fragment_pipeline;
2165 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2167 int vs_selected_mode, ps_selected_mode;
2169 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2170 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2171 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2172 return &none_shader_backend;
2175 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2177 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2178 int vs_selected_mode, ps_selected_mode;
2180 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2181 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2182 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2183 else return &ffp_blit;
2186 /* Context activation is done by the caller. */
2187 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2189 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2190 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2191 const char *GL_Extensions = NULL;
2192 const char *WGL_Extensions = NULL;
2193 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2194 struct fragment_caps fragment_caps;
2195 enum wined3d_gl_vendor gl_vendor;
2196 enum wined3d_pci_vendor card_vendor;
2197 enum wined3d_pci_device device;
2199 GLfloat gl_floatv[2];
2205 TRACE_(d3d_caps)("(%p)\n", gl_info);
2209 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2210 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2211 if (!gl_renderer_str)
2214 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2218 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2219 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2223 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2227 /* Parse the GL_VERSION field into major and minor information */
2228 gl_version_str = (const char *)glGetString(GL_VERSION);
2229 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2230 if (!gl_version_str)
2233 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2236 gl_version = wined3d_parse_gl_version(gl_version_str);
2239 * Initialize openGL extension related variables
2240 * with Default values
2242 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2243 gl_info->limits.blends = 1;
2244 gl_info->limits.buffers = 1;
2245 gl_info->limits.textures = 1;
2246 gl_info->limits.fragment_samplers = 1;
2247 gl_info->limits.vertex_samplers = 0;
2248 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2249 gl_info->limits.sampler_stages = 1;
2250 gl_info->limits.glsl_vs_float_constants = 0;
2251 gl_info->limits.glsl_ps_float_constants = 0;
2252 gl_info->limits.arb_vs_float_constants = 0;
2253 gl_info->limits.arb_vs_native_constants = 0;
2254 gl_info->limits.arb_vs_instructions = 0;
2255 gl_info->limits.arb_vs_temps = 0;
2256 gl_info->limits.arb_ps_float_constants = 0;
2257 gl_info->limits.arb_ps_local_constants = 0;
2258 gl_info->limits.arb_ps_instructions = 0;
2259 gl_info->limits.arb_ps_temps = 0;
2261 /* Retrieve opengl defaults */
2262 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2263 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2264 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2266 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2267 gl_info->limits.lights = gl_max;
2268 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2270 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2271 gl_info->limits.texture_size = gl_max;
2272 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2274 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2275 gl_info->limits.pointsize_min = gl_floatv[0];
2276 gl_info->limits.pointsize_max = gl_floatv[1];
2277 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2279 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2280 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2284 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2290 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2292 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2294 while (*GL_Extensions)
2298 while (isspace(*GL_Extensions)) ++GL_Extensions;
2299 start = GL_Extensions;
2300 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2302 len = GL_Extensions - start;
2305 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2307 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2309 if (len == strlen(EXTENSION_MAP[i].extension_string)
2310 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2312 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2313 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2319 /* Now work out what GL support this card really has */
2320 #define USE_GL_FUNC(type, pfn, ext, replace) \
2322 DWORD ver = ver_for_ext(ext); \
2323 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2324 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2325 else gl_info->pfn = NULL; \
2330 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2336 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2337 * loading the functions, otherwise the code above will load the extension entry points instead of the
2338 * core functions, which may not work. */
2339 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2341 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2342 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2344 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2345 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2349 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2351 if (gl_info->supported[APPLE_FENCE])
2353 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2354 * The apple extension interacts with some other apple exts. Disable the NV
2355 * extension if the apple one is support to prevent confusion in other parts
2357 gl_info->supported[NV_FENCE] = FALSE;
2359 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2361 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2363 * The enums are the same:
2364 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2365 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2366 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2367 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2368 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2370 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2372 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2373 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2375 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2377 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2378 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2381 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2383 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2384 * functionality. Prefer the ARB extension */
2385 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2387 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2389 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2390 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2392 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2394 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2395 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2397 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2399 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2400 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2402 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2404 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2405 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2407 if (gl_info->supported[NV_TEXTURE_SHADER2])
2409 if (gl_info->supported[NV_REGISTER_COMBINERS])
2411 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2412 * are supported. The nv extensions provide the same functionality as the
2413 * ATI one, and a bit more(signed pixelformats). */
2414 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2418 if (gl_info->supported[NV_REGISTER_COMBINERS])
2420 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2421 gl_info->limits.general_combiners = gl_max;
2422 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2424 if (gl_info->supported[ARB_DRAW_BUFFERS])
2426 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2427 gl_info->limits.buffers = gl_max;
2428 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2430 if (gl_info->supported[ARB_MULTITEXTURE])
2432 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2433 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2434 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2436 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2439 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2440 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2444 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2446 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2448 if (gl_info->supported[ARB_VERTEX_SHADER])
2451 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2452 gl_info->limits.vertex_samplers = tmp;
2453 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2454 gl_info->limits.combined_samplers = tmp;
2456 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2457 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2458 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2459 * shader is used with fixed function vertex processing we're fine too because fixed function
2460 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2461 * used we have to make sure that all vertex sampler setups are valid together with all
2462 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2463 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2464 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2465 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2466 * a fixed function pipeline anymore.
2468 * So this is just a check to check that our assumption holds true. If not, write a warning
2469 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2470 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2471 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2473 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2474 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2475 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2476 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2477 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2479 gl_info->limits.vertex_samplers = 0;
2484 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2486 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2487 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2489 if (gl_info->supported[ARB_VERTEX_BLEND])
2491 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2492 gl_info->limits.blends = gl_max;
2493 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2495 if (gl_info->supported[EXT_TEXTURE3D])
2497 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2498 gl_info->limits.texture3d_size = gl_max;
2499 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2501 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2503 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2504 gl_info->limits.anisotropy = gl_max;
2505 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2507 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2509 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2510 gl_info->limits.arb_ps_float_constants = gl_max;
2511 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2512 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2513 gl_info->limits.arb_ps_native_constants = gl_max;
2514 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2515 gl_info->limits.arb_ps_native_constants);
2516 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2517 gl_info->limits.arb_ps_temps = gl_max;
2518 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2519 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2520 gl_info->limits.arb_ps_instructions = gl_max;
2521 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2522 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2523 gl_info->limits.arb_ps_local_constants = gl_max;
2524 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2526 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2528 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2529 gl_info->limits.arb_vs_float_constants = gl_max;
2530 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2531 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2532 gl_info->limits.arb_vs_native_constants = gl_max;
2533 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2534 gl_info->limits.arb_vs_native_constants);
2535 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2536 gl_info->limits.arb_vs_temps = gl_max;
2537 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2538 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2539 gl_info->limits.arb_vs_instructions = gl_max;
2540 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2542 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2544 if (gl_info->supported[ARB_VERTEX_SHADER])
2546 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2547 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2548 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2550 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2552 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2553 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2554 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2555 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2556 gl_info->limits.glsl_varyings = gl_max;
2557 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2559 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2561 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2562 unsigned int major, minor;
2564 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2566 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2567 sscanf(str, "%u.%u", &major, &minor);
2568 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2570 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2572 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2576 gl_info->limits.shininess = 128.0f;
2578 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2580 /* If we have full NP2 texture support, disable
2581 * GL_ARB_texture_rectangle because we will never use it.
2582 * This saves a few redundant glDisable calls. */
2583 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2585 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2587 /* Disable NV_register_combiners and fragment shader if this is supported.
2588 * generally the NV extensions are preferred over the ATI ones, and this
2589 * extension is disabled if register_combiners and texture_shader2 are both
2590 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2591 * fragment processing support. */
2592 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2593 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2594 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2595 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2597 if (gl_info->supported[NV_HALF_FLOAT])
2599 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2600 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2602 if (gl_info->supported[ARB_POINT_SPRITE])
2604 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2608 gl_info->limits.point_sprite_units = 0;
2610 checkGLcall("extension detection");
2614 adapter->fragment_pipe = select_fragment_implementation(adapter);
2615 adapter->shader_backend = select_shader_backend(adapter);
2616 adapter->blitter = select_blit_implementation(adapter);
2618 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2619 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2620 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2622 /* In some cases the number of texture stages can be larger than the number
2623 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2624 * shaders), but 8 texture stages (register combiners). */
2625 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2627 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2629 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2630 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2631 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2632 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2633 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2634 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2635 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2636 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2637 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2638 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2639 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2640 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2641 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2642 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2643 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2644 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2645 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2646 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2647 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2651 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2653 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2654 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2655 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2656 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2657 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2658 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2659 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2660 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2661 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2662 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2663 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2664 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2665 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2666 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2667 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2668 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2669 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2671 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2673 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2674 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2676 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2678 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2680 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2682 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2686 /* MRTs are currently only supported when FBOs are used. */
2687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2689 gl_info->limits.buffers = 1;
2692 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2693 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2694 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2696 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2697 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2699 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2700 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2701 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2702 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2703 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2704 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2705 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2706 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2708 /* Make sure there's an active HDC else the WGL extensions will fail */
2709 hdc = pwglGetCurrentDC();
2711 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2712 if(GL_EXTCALL(wglGetExtensionsStringARB))
2713 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2715 if (NULL == WGL_Extensions) {
2716 ERR(" WGL_Extensions returns NULL\n");
2718 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2719 while (*WGL_Extensions != 0x00) {
2723 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2724 Start = WGL_Extensions;
2725 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2729 len = WGL_Extensions - Start;
2730 if (len == 0 || len >= sizeof(ThisExtn))
2733 memcpy(ThisExtn, Start, len);
2734 ThisExtn[len] = '\0';
2735 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2737 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2738 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2739 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2741 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2742 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2743 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2749 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2750 init_driver_info(driver_info, card_vendor, device);
2751 add_gl_compat_wrappers(gl_info);
2756 /**********************************************************
2757 * IWineD3D implementation follows
2758 **********************************************************/
2760 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2761 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2763 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2765 return This->adapter_count;
2768 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2770 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2775 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2776 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2778 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2780 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2784 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2787 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2788 of the same bpp but different resolutions */
2790 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2791 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2793 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2795 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2797 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2801 /* TODO: Store modes per adapter and read it from the adapter structure */
2804 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2805 UINT format_bits = format->byte_count * CHAR_BIT;
2810 memset(&mode, 0, sizeof(mode));
2811 mode.dmSize = sizeof(mode);
2813 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2817 if (format_id == WINED3DFMT_UNKNOWN)
2819 /* This is for D3D8, do not enumerate P8 here */
2820 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2822 else if (mode.dmBitsPerPel == format_bits)
2828 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2831 FIXME_(d3d_caps)("Adapter not primary display\n");
2836 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2837 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2838 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2840 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2842 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2843 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2845 /* Validate the parameters as much as possible */
2846 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2847 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2849 return WINED3DERR_INVALIDCALL;
2852 /* TODO: Store modes per adapter and read it from the adapter structure */
2855 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2856 UINT format_bits = format->byte_count * CHAR_BIT;
2862 ZeroMemory(&DevModeW, sizeof(DevModeW));
2863 DevModeW.dmSize = sizeof(DevModeW);
2865 /* If we are filtering to a specific format (D3D9), then need to skip
2866 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2867 just count through the ones with valid bit depths */
2868 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2870 if (format_id == WINED3DFMT_UNKNOWN)
2872 /* This is for D3D8, do not enumerate P8 here */
2873 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2875 else if (DevModeW.dmBitsPerPel == format_bits)
2883 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2884 return WINED3DERR_INVALIDCALL;
2888 /* Now get the display mode via the calculated index */
2889 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2890 pMode->Width = DevModeW.dmPelsWidth;
2891 pMode->Height = DevModeW.dmPelsHeight;
2892 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2893 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2894 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2896 if (format_id == WINED3DFMT_UNKNOWN)
2897 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2899 pMode->Format = format_id;
2903 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2904 return WINED3DERR_INVALIDCALL;
2907 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2908 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2909 DevModeW.dmBitsPerPel);
2914 FIXME_(d3d_caps)("Adapter not primary display\n");
2920 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2922 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2924 if (NULL == pMode ||
2925 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2926 return WINED3DERR_INVALIDCALL;
2929 if (Adapter == 0) { /* Display */
2933 ZeroMemory(&DevModeW, sizeof(DevModeW));
2934 DevModeW.dmSize = sizeof(DevModeW);
2936 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2937 pMode->Width = DevModeW.dmPelsWidth;
2938 pMode->Height = DevModeW.dmPelsHeight;
2939 bpp = DevModeW.dmBitsPerPel;
2940 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2941 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2943 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2946 pMode->Format = pixelformat_for_depth(bpp);
2948 FIXME_(d3d_caps)("Adapter not primary display\n");
2951 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2952 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2956 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2957 and fields being inserted in the middle, a new structure is used in place */
2958 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2959 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2960 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2961 struct wined3d_adapter *adapter;
2964 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2966 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2967 return WINED3DERR_INVALIDCALL;
2970 adapter = &This->adapters[Adapter];
2972 /* Return the information requested */
2973 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2975 if (pIdentifier->driver_size)
2977 const char *name = adapter->driver_info.name;
2978 len = min(strlen(name), pIdentifier->driver_size - 1);
2979 memcpy(pIdentifier->driver, name, len);
2980 pIdentifier->driver[len] = '\0';
2983 if (pIdentifier->description_size)
2985 const char *description = adapter->driver_info.description;
2986 len = min(strlen(description), pIdentifier->description_size - 1);
2987 memcpy(pIdentifier->description, description, len);
2988 pIdentifier->description[len] = '\0';
2991 /* Note that d3d8 doesn't supply a device name. */
2992 if (pIdentifier->device_name_size)
2994 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2996 len = strlen(device_name);
2997 if (len >= pIdentifier->device_name_size)
2999 ERR("Device name size too small.\n");
3000 return WINED3DERR_INVALIDCALL;
3003 memcpy(pIdentifier->device_name, device_name, len);
3004 pIdentifier->device_name[len] = '\0';
3007 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3008 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3009 pIdentifier->vendor_id = adapter->driver_info.vendor;
3010 pIdentifier->device_id = adapter->driver_info.device;
3011 pIdentifier->subsystem_id = 0;
3012 pIdentifier->revision = 0;
3013 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3014 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3015 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3016 pIdentifier->video_memory = adapter->TextureRam;
3021 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3022 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3024 short redSize, greenSize, blueSize, alphaSize, colorBits;
3029 /* Float formats need FBOs. If FBOs are used this function isn't called */
3030 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3032 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3033 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3035 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3039 if(cfg->redSize < redSize)
3042 if(cfg->greenSize < greenSize)
3045 if(cfg->blueSize < blueSize)
3048 if(cfg->alphaSize < alphaSize)
3054 /* Probably a RGBA_float or color index mode */
3058 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3059 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3061 short depthSize, stencilSize;
3062 BOOL lockable = FALSE;
3067 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3069 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3073 /* Float formats need FBOs. If FBOs are used this function isn't called */
3074 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3076 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3079 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3080 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3081 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3082 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3085 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3086 * allow more stencil bits than requested. */
3087 if(cfg->stencilSize < stencilSize)
3093 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3094 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3095 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3097 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3099 const WineD3D_PixelFormat *cfgs;
3100 const struct wined3d_adapter *adapter;
3101 const struct wined3d_format *rt_format;
3102 const struct wined3d_format *ds_format;
3105 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3107 DeviceType, debug_d3ddevicetype(DeviceType),
3108 AdapterFormat, debug_d3dformat(AdapterFormat),
3109 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3110 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3112 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3113 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3114 return WINED3DERR_INVALIDCALL;
3117 adapter = &This->adapters[Adapter];
3118 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3119 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3120 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3122 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3123 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3125 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3131 cfgs = adapter->cfgs;
3132 nCfgs = adapter->nCfgs;
3133 for (it = 0; it < nCfgs; ++it)
3135 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3137 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3139 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3145 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3147 return WINED3DERR_NOTAVAILABLE;
3150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3151 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3152 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3154 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3155 const struct wined3d_adapter *adapter;
3156 const struct wined3d_format *format;
3158 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3161 DeviceType, debug_d3ddevicetype(DeviceType),
3162 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3167 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3168 return WINED3DERR_INVALIDCALL;
3171 /* TODO: handle Windowed, add more quality levels */
3173 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3174 if(pQualityLevels) *pQualityLevels = 1;
3178 /* By default multisampling is disabled right now as it causes issues
3179 * on some Nvidia driver versions and it doesn't work well in combination
3181 if(!wined3d_settings.allow_multisampling)
3182 return WINED3DERR_NOTAVAILABLE;
3184 adapter = &This->adapters[Adapter];
3185 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3186 if (!format) return WINED3DERR_INVALIDCALL;
3188 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3191 const WineD3D_PixelFormat *cfgs;
3193 cfgs = adapter->cfgs;
3194 nCfgs = adapter->nCfgs;
3195 for(i=0; i<nCfgs; i++) {
3196 if(cfgs[i].numSamples != MultiSampleType)
3199 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3202 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3205 *pQualityLevels = 1; /* Guess at a value! */
3209 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3211 short redSize, greenSize, blueSize, alphaSize, colorBits;
3213 const WineD3D_PixelFormat *cfgs;
3215 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3217 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3218 return WINED3DERR_NOTAVAILABLE;
3221 cfgs = adapter->cfgs;
3222 nCfgs = adapter->nCfgs;
3223 for(i=0; i<nCfgs; i++) {
3224 if(cfgs[i].numSamples != MultiSampleType)
3226 if(cfgs[i].redSize != redSize)
3228 if(cfgs[i].greenSize != greenSize)
3230 if(cfgs[i].blueSize != blueSize)
3232 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3233 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3235 if (cfgs[i].colorSize != (format->byte_count << 3))
3238 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3241 *pQualityLevels = 1; /* Guess at a value! */
3245 return WINED3DERR_NOTAVAILABLE;
3248 /* Check if we support bumpmapping for a format */
3249 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3251 /* Ask the fixed function pipeline implementation if it can deal
3252 * with the conversion. If we've got a GL extension giving native
3253 * support this will be an identity conversion. */
3254 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3255 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3258 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3259 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3260 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3264 /* Only allow depth/stencil formats */
3265 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3267 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3269 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3270 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3274 /* Walk through all WGL pixel formats to find a match */
3275 for (it = 0; it < adapter->nCfgs; ++it)
3277 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3278 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3280 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3291 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3293 /* The flags entry of a format contains the filtering capability */
3294 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3299 /* Check the render target capabilities of a format */
3300 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3301 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3303 /* Filter out non-RT formats */
3304 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3305 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3307 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3309 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3310 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3312 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3313 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3315 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3316 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3317 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3318 TRACE_(d3d_caps)("[FAILED]\n");
3322 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3323 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3324 for (it = 0; it < adapter->nCfgs; ++it)
3326 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3327 &cfgs[it], check_format))
3329 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3330 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3335 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3337 /* For now return TRUE for FBOs until we have some proper checks.
3338 * Note that this function will only be called when the format is around for texturing. */
3344 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3346 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3349 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3351 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3352 * doing the color fixup in shaders.
3353 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3354 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3356 int vs_selected_mode;
3357 int ps_selected_mode;
3358 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3360 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3361 TRACE_(d3d_caps)("[OK]\n");
3366 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3370 /* Check if a format support blending in combination with pixel shaders */
3371 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3372 const struct wined3d_format *format)
3374 /* The flags entry of a format contains the post pixel shader blending capability */
3375 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3380 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3382 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3383 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3384 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3385 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3386 * capability anyway.
3388 * For now lets report this on all formats, but in the future we may want to
3389 * restrict it to some should games need that
3394 /* Check if a texture format is supported on the given adapter */
3395 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3397 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3402 * supported: RGB(A) formats
3404 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3405 case WINED3DFMT_B8G8R8A8_UNORM:
3406 case WINED3DFMT_B8G8R8X8_UNORM:
3407 case WINED3DFMT_B5G6R5_UNORM:
3408 case WINED3DFMT_B5G5R5X1_UNORM:
3409 case WINED3DFMT_B5G5R5A1_UNORM:
3410 case WINED3DFMT_B4G4R4A4_UNORM:
3411 case WINED3DFMT_A8_UNORM:
3412 case WINED3DFMT_B4G4R4X4_UNORM:
3413 case WINED3DFMT_R8G8B8A8_UNORM:
3414 case WINED3DFMT_R8G8B8X8_UNORM:
3415 case WINED3DFMT_B10G10R10A2_UNORM:
3416 case WINED3DFMT_R10G10B10A2_UNORM:
3417 case WINED3DFMT_R16G16_UNORM:
3418 TRACE_(d3d_caps)("[OK]\n");
3421 case WINED3DFMT_B2G3R3_UNORM:
3422 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3426 * Not supported: Palettized
3427 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3428 * Since it is not widely available, don't offer it. Further no Windows driver offers
3429 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3431 case WINED3DFMT_P8_UINT:
3432 case WINED3DFMT_P8_UINT_A8_UNORM:
3436 * Supported: (Alpha)-Luminance
3438 case WINED3DFMT_L8_UNORM:
3439 case WINED3DFMT_L8A8_UNORM:
3440 case WINED3DFMT_L16_UNORM:
3441 TRACE_(d3d_caps)("[OK]\n");
3444 /* Not supported on Windows, thus disabled */
3445 case WINED3DFMT_L4A4_UNORM:
3446 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3450 * Supported: Depth/Stencil formats
3452 case WINED3DFMT_D16_LOCKABLE:
3453 case WINED3DFMT_D16_UNORM:
3454 case WINED3DFMT_S1_UINT_D15_UNORM:
3455 case WINED3DFMT_X8D24_UNORM:
3456 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3457 case WINED3DFMT_D24_UNORM_S8_UINT:
3458 case WINED3DFMT_S8_UINT_D24_FLOAT:
3459 case WINED3DFMT_D32_UNORM:
3460 case WINED3DFMT_D32_FLOAT:
3464 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3465 * GL_NV_texture_shader). Emulated by shaders
3467 case WINED3DFMT_R8G8_SNORM:
3468 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3469 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3470 case WINED3DFMT_R8G8B8A8_SNORM:
3471 case WINED3DFMT_R16G16_SNORM:
3472 /* Ask the shader backend if it can deal with the conversion. If
3473 * we've got a GL extension giving native support this will be an
3474 * identity conversion. */
3475 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3477 TRACE_(d3d_caps)("[OK]\n");
3480 TRACE_(d3d_caps)("[FAILED]\n");
3483 case WINED3DFMT_DXT1:
3484 case WINED3DFMT_DXT2:
3485 case WINED3DFMT_DXT3:
3486 case WINED3DFMT_DXT4:
3487 case WINED3DFMT_DXT5:
3488 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3490 TRACE_(d3d_caps)("[OK]\n");
3493 TRACE_(d3d_caps)("[FAILED]\n");
3498 * Odd formats - not supported
3500 case WINED3DFMT_VERTEXDATA:
3501 case WINED3DFMT_R16_UINT:
3502 case WINED3DFMT_R32_UINT:
3503 case WINED3DFMT_R16G16B16A16_SNORM:
3504 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3505 case WINED3DFMT_R10G11B11_SNORM:
3506 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3510 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3512 case WINED3DFMT_R8G8_SNORM_Cx:
3513 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3517 case WINED3DFMT_UYVY:
3518 case WINED3DFMT_YUY2:
3519 if (gl_info->supported[APPLE_YCBCR_422])
3521 TRACE_(d3d_caps)("[OK]\n");
3524 TRACE_(d3d_caps)("[FAILED]\n");
3526 case WINED3DFMT_YV12:
3527 TRACE_(d3d_caps)("[FAILED]\n");
3531 case WINED3DFMT_R16G16B16A16_UNORM:
3532 case WINED3DFMT_B2G3R3A8_UNORM:
3533 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3536 /* Floating point formats */
3537 case WINED3DFMT_R16_FLOAT:
3538 case WINED3DFMT_R16G16_FLOAT:
3539 case WINED3DFMT_R16G16B16A16_FLOAT:
3540 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3542 TRACE_(d3d_caps)("[OK]\n");
3545 TRACE_(d3d_caps)("[FAILED]\n");
3548 case WINED3DFMT_R32_FLOAT:
3549 case WINED3DFMT_R32G32_FLOAT:
3550 case WINED3DFMT_R32G32B32A32_FLOAT:
3551 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3553 TRACE_(d3d_caps)("[OK]\n");
3556 TRACE_(d3d_caps)("[FAILED]\n");
3559 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3560 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3561 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3562 * We can do instancing with all shader versions, but we need vertex shaders.
3564 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3565 * to enable instancing. WineD3D doesn't need that and just ignores it.
3567 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3569 case WINED3DFMT_INST:
3570 TRACE("ATI Instancing check hack\n");
3571 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3573 TRACE_(d3d_caps)("[OK]\n");
3576 TRACE_(d3d_caps)("[FAILED]\n");
3579 /* Some weird FOURCC formats */
3580 case WINED3DFMT_R8G8_B8G8:
3581 case WINED3DFMT_G8R8_G8B8:
3582 case WINED3DFMT_MULTI2_ARGB8:
3583 TRACE_(d3d_caps)("[FAILED]\n");
3586 /* Vendor specific formats */
3587 case WINED3DFMT_ATI2N:
3588 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3589 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3591 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3592 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3594 TRACE_(d3d_caps)("[OK]\n");
3598 TRACE_(d3d_caps)("[OK]\n");
3601 TRACE_(d3d_caps)("[FAILED]\n");
3604 case WINED3DFMT_NVHU:
3605 case WINED3DFMT_NVHS:
3606 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3607 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3608 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3609 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3610 * Applications have to deal with not having NVHS and NVHU.
3612 TRACE_(d3d_caps)("[FAILED]\n");
3615 case WINED3DFMT_UNKNOWN:
3619 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3625 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3626 const struct wined3d_format *adapter_format,
3627 const struct wined3d_format *check_format,
3628 WINED3DSURFTYPE SurfaceType)
3630 if (SurfaceType == SURFACE_GDI)
3632 switch (check_format->id)
3634 case WINED3DFMT_B8G8R8_UNORM:
3635 case WINED3DFMT_B8G8R8A8_UNORM:
3636 case WINED3DFMT_B8G8R8X8_UNORM:
3637 case WINED3DFMT_B5G6R5_UNORM:
3638 case WINED3DFMT_B5G5R5X1_UNORM:
3639 case WINED3DFMT_B5G5R5A1_UNORM:
3640 case WINED3DFMT_B4G4R4A4_UNORM:
3641 case WINED3DFMT_B2G3R3_UNORM:
3642 case WINED3DFMT_A8_UNORM:
3643 case WINED3DFMT_B2G3R3A8_UNORM:
3644 case WINED3DFMT_B4G4R4X4_UNORM:
3645 case WINED3DFMT_R10G10B10A2_UNORM:
3646 case WINED3DFMT_R8G8B8A8_UNORM:
3647 case WINED3DFMT_R8G8B8X8_UNORM:
3648 case WINED3DFMT_R16G16_UNORM:
3649 case WINED3DFMT_B10G10R10A2_UNORM:
3650 case WINED3DFMT_R16G16B16A16_UNORM:
3651 case WINED3DFMT_P8_UINT:
3652 TRACE_(d3d_caps)("[OK]\n");
3655 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3660 /* All format that are supported for textures are supported for surfaces as well */
3661 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3662 /* All depth stencil formats are supported on surfaces */
3663 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3665 /* If opengl can't process the format natively, the blitter may be able to convert it */
3666 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3667 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3668 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3670 TRACE_(d3d_caps)("[OK]\n");
3674 /* Reject other formats */
3675 TRACE_(d3d_caps)("[FAILED]\n");
3679 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3680 const struct wined3d_format *format)
3682 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3685 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3686 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3687 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3689 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3690 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3691 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3692 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3693 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3694 DWORD UsageCaps = 0;
3696 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3699 DeviceType, debug_d3ddevicetype(DeviceType),
3700 AdapterFormat, debug_d3dformat(AdapterFormat),
3701 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3702 RType, debug_d3dresourcetype(RType),
3703 CheckFormat, debug_d3dformat(CheckFormat));
3705 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3706 return WINED3DERR_INVALIDCALL;
3711 case WINED3DRTYPE_CUBETEXTURE:
3712 /* Cubetexture allows:
3713 * - WINED3DUSAGE_AUTOGENMIPMAP
3714 * - WINED3DUSAGE_DEPTHSTENCIL
3715 * - WINED3DUSAGE_DYNAMIC
3716 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3717 * - WINED3DUSAGE_RENDERTARGET
3718 * - WINED3DUSAGE_SOFTWAREPROCESSING
3719 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3721 if (SurfaceType != SURFACE_OPENGL)
3723 TRACE_(d3d_caps)("[FAILED]\n");
3724 return WINED3DERR_NOTAVAILABLE;
3727 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3729 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3730 return WINED3DERR_NOTAVAILABLE;
3733 if (!CheckTextureCapability(adapter, format))
3735 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3736 return WINED3DERR_NOTAVAILABLE;
3739 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3741 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3742 /* When autogenmipmap isn't around continue and return
3743 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3744 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3746 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3749 /* Always report dynamic locking. */
3750 if (Usage & WINED3DUSAGE_DYNAMIC)
3751 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3753 if (Usage & WINED3DUSAGE_RENDERTARGET)
3755 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3757 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3758 return WINED3DERR_NOTAVAILABLE;
3760 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3763 /* Always report software processing. */
3764 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3765 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3767 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3769 if (!CheckFilterCapability(adapter, format))
3771 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3772 return WINED3DERR_NOTAVAILABLE;
3774 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3777 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3779 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3781 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3782 return WINED3DERR_NOTAVAILABLE;
3784 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3787 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3789 if (!CheckSrgbReadCapability(adapter, format))
3791 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3792 return WINED3DERR_NOTAVAILABLE;
3794 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3797 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3799 if (!CheckSrgbWriteCapability(adapter, format))
3801 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3802 return WINED3DERR_NOTAVAILABLE;
3804 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3807 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3809 if (!CheckVertexTextureCapability(adapter, format))
3811 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3812 return WINED3DERR_NOTAVAILABLE;
3814 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3817 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3819 if (!CheckWrapAndMipCapability(adapter, format))
3821 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3822 return WINED3DERR_NOTAVAILABLE;
3824 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3828 case WINED3DRTYPE_SURFACE:
3830 * - WINED3DUSAGE_DEPTHSTENCIL
3831 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3832 * - WINED3DUSAGE_RENDERTARGET
3834 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3836 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3837 return WINED3DERR_NOTAVAILABLE;
3840 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3842 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3844 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3845 return WINED3DERR_NOTAVAILABLE;
3847 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3850 if (Usage & WINED3DUSAGE_RENDERTARGET)
3852 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3854 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3855 return WINED3DERR_NOTAVAILABLE;
3857 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3860 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3862 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3864 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3865 return WINED3DERR_NOTAVAILABLE;
3867 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3871 case WINED3DRTYPE_TEXTURE:
3873 * - WINED3DUSAGE_AUTOGENMIPMAP
3874 * - WINED3DUSAGE_DEPTHSTENCIL
3875 * - WINED3DUSAGE_DMAP
3876 * - WINED3DUSAGE_DYNAMIC
3877 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3878 * - WINED3DUSAGE_RENDERTARGET
3879 * - WINED3DUSAGE_SOFTWAREPROCESSING
3880 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3881 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3883 if (SurfaceType != SURFACE_OPENGL)
3885 TRACE_(d3d_caps)("[FAILED]\n");
3886 return WINED3DERR_NOTAVAILABLE;
3889 if (!CheckTextureCapability(adapter, format))
3891 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3892 return WINED3DERR_NOTAVAILABLE;
3895 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3897 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3898 /* When autogenmipmap isn't around continue and return
3899 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3900 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3902 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3905 /* Always report dynamic locking. */
3906 if (Usage & WINED3DUSAGE_DYNAMIC)
3907 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3909 if (Usage & WINED3DUSAGE_RENDERTARGET)
3911 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3913 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3914 return WINED3DERR_NOTAVAILABLE;
3916 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3919 /* Always report software processing. */
3920 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3921 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3923 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3925 if (!CheckFilterCapability(adapter, format))
3927 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3928 return WINED3DERR_NOTAVAILABLE;
3930 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3933 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3935 if (!CheckBumpMapCapability(adapter, format))
3937 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3938 return WINED3DERR_NOTAVAILABLE;
3940 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3943 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3945 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3947 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3948 return WINED3DERR_NOTAVAILABLE;
3950 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3953 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3955 if (!CheckSrgbReadCapability(adapter, format))
3957 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3958 return WINED3DERR_NOTAVAILABLE;
3960 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3963 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3965 if (!CheckSrgbWriteCapability(adapter, format))
3967 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3968 return WINED3DERR_NOTAVAILABLE;
3970 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3973 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3975 if (!CheckVertexTextureCapability(adapter, format))
3977 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3978 return WINED3DERR_NOTAVAILABLE;
3980 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3983 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3985 if (!CheckWrapAndMipCapability(adapter, format))
3987 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3988 return WINED3DERR_NOTAVAILABLE;
3990 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3993 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3995 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3997 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3998 return WINED3DERR_NOTAVAILABLE;
4000 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4002 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4003 return WINED3DERR_NOTAVAILABLE;
4005 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4009 case WINED3DRTYPE_VOLUMETEXTURE:
4010 case WINED3DRTYPE_VOLUME:
4011 /* Volume is to VolumeTexture what Surface is to Texture, but its
4012 * usage caps are not documented. Most driver seem to offer
4013 * (nearly) the same on Volume and VolumeTexture, so do that too.
4015 * Volumetexture allows:
4016 * - D3DUSAGE_DYNAMIC
4017 * - D3DUSAGE_NONSECURE (d3d9ex)
4018 * - D3DUSAGE_SOFTWAREPROCESSING
4019 * - D3DUSAGE_QUERY_WRAPANDMIP
4021 if (SurfaceType != SURFACE_OPENGL)
4023 TRACE_(d3d_caps)("[FAILED]\n");
4024 return WINED3DERR_NOTAVAILABLE;
4027 if (!gl_info->supported[EXT_TEXTURE3D])
4029 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4030 return WINED3DERR_NOTAVAILABLE;
4033 if (!CheckTextureCapability(adapter, format))
4035 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4036 return WINED3DERR_NOTAVAILABLE;
4039 /* Filter formats that need conversion; For one part, this
4040 * conversion is unimplemented, and volume textures are huge, so
4041 * it would be a big performance hit. Unless we hit an application
4042 * needing one of those formats, don't advertize them to avoid
4043 * leading applications into temptation. The windows drivers don't
4044 * support most of those formats on volumes anyway, except for
4045 * WINED3DFMT_R32_FLOAT. */
4046 switch (CheckFormat)
4048 case WINED3DFMT_P8_UINT:
4049 case WINED3DFMT_L4A4_UNORM:
4050 case WINED3DFMT_R32_FLOAT:
4051 case WINED3DFMT_R16_FLOAT:
4052 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4053 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4054 case WINED3DFMT_R16G16_UNORM:
4055 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4056 return WINED3DERR_NOTAVAILABLE;
4058 case WINED3DFMT_R8G8B8A8_SNORM:
4059 case WINED3DFMT_R16G16_SNORM:
4060 if (!gl_info->supported[NV_TEXTURE_SHADER])
4062 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4063 return WINED3DERR_NOTAVAILABLE;
4067 case WINED3DFMT_R8G8_SNORM:
4068 if (!gl_info->supported[NV_TEXTURE_SHADER])
4070 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4071 return WINED3DERR_NOTAVAILABLE;
4075 case WINED3DFMT_DXT1:
4076 case WINED3DFMT_DXT2:
4077 case WINED3DFMT_DXT3:
4078 case WINED3DFMT_DXT4:
4079 case WINED3DFMT_DXT5:
4080 /* The GL_EXT_texture_compression_s3tc spec requires that
4081 * loading an s3tc compressed texture results in an error.
4082 * While the D3D refrast does support s3tc volumes, at
4083 * least the nvidia windows driver does not, so we're free
4084 * not to support this format. */
4085 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4086 return WINED3DERR_NOTAVAILABLE;
4089 /* Do nothing, continue with checking the format below */
4093 /* Always report dynamic locking. */
4094 if (Usage & WINED3DUSAGE_DYNAMIC)
4095 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4097 /* Always report software processing. */
4098 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4099 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4101 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4103 if (!CheckFilterCapability(adapter, format))
4105 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4106 return WINED3DERR_NOTAVAILABLE;
4108 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4111 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4113 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4115 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4116 return WINED3DERR_NOTAVAILABLE;
4118 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4121 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4123 if (!CheckSrgbReadCapability(adapter, format))
4125 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4126 return WINED3DERR_NOTAVAILABLE;
4128 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4131 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4133 if (!CheckSrgbWriteCapability(adapter, format))
4135 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4136 return WINED3DERR_NOTAVAILABLE;
4138 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4141 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4143 if (!CheckVertexTextureCapability(adapter, format))
4145 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4146 return WINED3DERR_NOTAVAILABLE;
4148 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4151 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4153 if (!CheckWrapAndMipCapability(adapter, format))
4155 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4156 return WINED3DERR_NOTAVAILABLE;
4158 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4163 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4164 return WINED3DERR_NOTAVAILABLE;
4167 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4168 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4169 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4170 if (UsageCaps == Usage)
4172 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4173 return WINED3DOK_NOAUTOGEN;
4175 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4176 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4178 return WINED3DERR_NOTAVAILABLE;
4181 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4182 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4184 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4185 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4186 debug_d3dformat(dst_format));
4191 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4192 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4197 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4198 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4199 debug_d3dformat(backbuffer_format), windowed);
4201 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4203 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4204 return WINED3DERR_INVALIDCALL;
4207 /* The task of this function is to check whether a certain display / backbuffer format
4208 * combination is available on the given adapter. In fullscreen mode microsoft specified
4209 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4210 * and display format should match exactly.
4211 * In windowed mode format conversion can occur and this depends on the driver. When format
4212 * conversion is done, this function should nevertheless fail and applications need to use
4213 * CheckDeviceFormatConversion.
4214 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4216 /* There are only 4 display formats. */
4217 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4218 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4219 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4220 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4222 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4223 return WINED3DERR_NOTAVAILABLE;
4226 /* If the requested display format is not available, don't continue. */
4227 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4230 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4231 return WINED3DERR_NOTAVAILABLE;
4234 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4235 * it means 'reuse' the display format for the backbuffer. */
4236 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4238 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4239 return WINED3DERR_NOTAVAILABLE;
4242 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4243 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4244 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4246 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4247 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4248 return WINED3DERR_NOTAVAILABLE;
4251 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4252 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4253 * WINED3DFMT_B5G5R5A1_UNORM. */
4254 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4255 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4257 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4258 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4259 return WINED3DERR_NOTAVAILABLE;
4262 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4263 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4264 * WINED3DFMT_B8G8R8A8_UNORM. */
4265 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4266 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4268 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4269 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4270 return WINED3DERR_NOTAVAILABLE;
4273 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4274 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4275 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4276 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4278 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4279 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4280 return WINED3DERR_NOTAVAILABLE;
4283 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4284 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4285 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4287 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4288 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4293 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4294 subset of a D3DCAPS9 structure. However, it has to come via a void *
4295 as the d3d8 interface cannot import the d3d9 header */
4296 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4298 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4299 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4300 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4301 int vs_selected_mode;
4302 int ps_selected_mode;
4303 struct shader_caps shader_caps;
4304 struct fragment_caps fragment_caps;
4305 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4307 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4309 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4310 return WINED3DERR_INVALIDCALL;
4313 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4315 /* ------------------------------------------------
4316 The following fields apply to both d3d8 and d3d9
4317 ------------------------------------------------ */
4318 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4319 pCaps->AdapterOrdinal = Adapter;
4322 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4323 WINED3DCAPS2_FULLSCREENGAMMA |
4324 WINED3DCAPS2_DYNAMICTEXTURES;
4325 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4327 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4330 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4331 WINED3DCAPS3_COPY_TO_VIDMEM |
4332 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4334 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4335 WINED3DPRESENT_INTERVAL_ONE;
4337 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4338 WINED3DCURSORCAPS_LOWRES;
4340 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4341 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4342 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4343 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4344 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4345 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4346 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4347 WINED3DDEVCAPS_PUREDEVICE |
4348 WINED3DDEVCAPS_HWRASTERIZATION |
4349 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4350 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4351 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4352 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4353 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4354 WINED3DDEVCAPS_RTPATCHES;
4356 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4357 WINED3DPMISCCAPS_CULLCCW |
4358 WINED3DPMISCCAPS_CULLCW |
4359 WINED3DPMISCCAPS_COLORWRITEENABLE |
4360 WINED3DPMISCCAPS_CLIPTLVERTS |
4361 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4362 WINED3DPMISCCAPS_MASKZ |
4363 WINED3DPMISCCAPS_BLENDOP |
4364 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4366 WINED3DPMISCCAPS_NULLREFERENCE
4367 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4368 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4369 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4371 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4372 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4373 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4374 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4376 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4377 WINED3DPRASTERCAPS_PAT |
4378 WINED3DPRASTERCAPS_WFOG |
4379 WINED3DPRASTERCAPS_ZFOG |
4380 WINED3DPRASTERCAPS_FOGVERTEX |
4381 WINED3DPRASTERCAPS_FOGTABLE |
4382 WINED3DPRASTERCAPS_STIPPLE |
4383 WINED3DPRASTERCAPS_SUBPIXEL |
4384 WINED3DPRASTERCAPS_ZTEST |
4385 WINED3DPRASTERCAPS_SCISSORTEST |
4386 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4387 WINED3DPRASTERCAPS_DEPTHBIAS;
4389 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4391 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4392 WINED3DPRASTERCAPS_ZBIAS |
4393 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4395 if (gl_info->supported[NV_FOG_DISTANCE])
4397 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4400 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4401 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4402 WINED3DPRASTERCAPS_ANTIALIASEDGES
4403 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4404 WINED3DPRASTERCAPS_WBUFFER */
4406 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4407 WINED3DPCMPCAPS_EQUAL |
4408 WINED3DPCMPCAPS_GREATER |
4409 WINED3DPCMPCAPS_GREATEREQUAL |
4410 WINED3DPCMPCAPS_LESS |
4411 WINED3DPCMPCAPS_LESSEQUAL |
4412 WINED3DPCMPCAPS_NEVER |
4413 WINED3DPCMPCAPS_NOTEQUAL;
4415 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4416 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4417 WINED3DPBLENDCAPS_DESTALPHA |
4418 WINED3DPBLENDCAPS_DESTCOLOR |
4419 WINED3DPBLENDCAPS_INVDESTALPHA |
4420 WINED3DPBLENDCAPS_INVDESTCOLOR |
4421 WINED3DPBLENDCAPS_INVSRCALPHA |
4422 WINED3DPBLENDCAPS_INVSRCCOLOR |
4423 WINED3DPBLENDCAPS_ONE |
4424 WINED3DPBLENDCAPS_SRCALPHA |
4425 WINED3DPBLENDCAPS_SRCALPHASAT |
4426 WINED3DPBLENDCAPS_SRCCOLOR |
4427 WINED3DPBLENDCAPS_ZERO;
4429 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4430 WINED3DPBLENDCAPS_DESTCOLOR |
4431 WINED3DPBLENDCAPS_INVDESTALPHA |
4432 WINED3DPBLENDCAPS_INVDESTCOLOR |
4433 WINED3DPBLENDCAPS_INVSRCALPHA |
4434 WINED3DPBLENDCAPS_INVSRCCOLOR |
4435 WINED3DPBLENDCAPS_ONE |
4436 WINED3DPBLENDCAPS_SRCALPHA |
4437 WINED3DPBLENDCAPS_SRCCOLOR |
4438 WINED3DPBLENDCAPS_ZERO;
4439 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4440 * according to the glBlendFunc manpage
4442 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4443 * legacy settings for srcblend only
4446 if (gl_info->supported[EXT_BLEND_COLOR])
4448 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4449 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4453 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4454 WINED3DPCMPCAPS_EQUAL |
4455 WINED3DPCMPCAPS_GREATER |
4456 WINED3DPCMPCAPS_GREATEREQUAL |
4457 WINED3DPCMPCAPS_LESS |
4458 WINED3DPCMPCAPS_LESSEQUAL |
4459 WINED3DPCMPCAPS_NEVER |
4460 WINED3DPCMPCAPS_NOTEQUAL;
4462 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4463 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4464 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4465 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4466 WINED3DPSHADECAPS_COLORFLATRGB |
4467 WINED3DPSHADECAPS_FOGFLAT |
4468 WINED3DPSHADECAPS_FOGGOURAUD |
4469 WINED3DPSHADECAPS_SPECULARFLATRGB;
4471 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4472 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4473 WINED3DPTEXTURECAPS_TRANSPARENCY |
4474 WINED3DPTEXTURECAPS_BORDER |
4475 WINED3DPTEXTURECAPS_MIPMAP |
4476 WINED3DPTEXTURECAPS_PROJECTED |
4477 WINED3DPTEXTURECAPS_PERSPECTIVE;
4479 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4481 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4482 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4485 if (gl_info->supported[EXT_TEXTURE3D])
4487 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4488 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4489 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4492 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4494 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4495 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4496 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4500 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4501 WINED3DPTFILTERCAPS_MAGFPOINT |
4502 WINED3DPTFILTERCAPS_MINFLINEAR |
4503 WINED3DPTFILTERCAPS_MINFPOINT |
4504 WINED3DPTFILTERCAPS_MIPFLINEAR |
4505 WINED3DPTFILTERCAPS_MIPFPOINT |
4506 WINED3DPTFILTERCAPS_LINEAR |
4507 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4508 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4509 WINED3DPTFILTERCAPS_MIPLINEAR |
4510 WINED3DPTFILTERCAPS_MIPNEAREST |
4511 WINED3DPTFILTERCAPS_NEAREST;
4513 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4515 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4516 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4519 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4521 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4522 WINED3DPTFILTERCAPS_MAGFPOINT |
4523 WINED3DPTFILTERCAPS_MINFLINEAR |
4524 WINED3DPTFILTERCAPS_MINFPOINT |
4525 WINED3DPTFILTERCAPS_MIPFLINEAR |
4526 WINED3DPTFILTERCAPS_MIPFPOINT |
4527 WINED3DPTFILTERCAPS_LINEAR |
4528 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4529 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4530 WINED3DPTFILTERCAPS_MIPLINEAR |
4531 WINED3DPTFILTERCAPS_MIPNEAREST |
4532 WINED3DPTFILTERCAPS_NEAREST;
4534 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4536 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4537 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4540 pCaps->CubeTextureFilterCaps = 0;
4542 if (gl_info->supported[EXT_TEXTURE3D])
4544 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4545 WINED3DPTFILTERCAPS_MAGFPOINT |
4546 WINED3DPTFILTERCAPS_MINFLINEAR |
4547 WINED3DPTFILTERCAPS_MINFPOINT |
4548 WINED3DPTFILTERCAPS_MIPFLINEAR |
4549 WINED3DPTFILTERCAPS_MIPFPOINT |
4550 WINED3DPTFILTERCAPS_LINEAR |
4551 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4552 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4553 WINED3DPTFILTERCAPS_MIPLINEAR |
4554 WINED3DPTFILTERCAPS_MIPNEAREST |
4555 WINED3DPTFILTERCAPS_NEAREST;
4557 pCaps->VolumeTextureFilterCaps = 0;
4559 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4560 WINED3DPTADDRESSCAPS_CLAMP |
4561 WINED3DPTADDRESSCAPS_WRAP;
4563 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4565 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4567 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4569 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4571 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4573 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4576 if (gl_info->supported[EXT_TEXTURE3D])
4578 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4579 WINED3DPTADDRESSCAPS_CLAMP |
4580 WINED3DPTADDRESSCAPS_WRAP;
4581 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4583 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4585 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4587 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4589 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4591 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4594 pCaps->VolumeTextureAddressCaps = 0;
4596 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4597 WINED3DLINECAPS_ZTEST |
4598 WINED3DLINECAPS_BLEND |
4599 WINED3DLINECAPS_ALPHACMP |
4600 WINED3DLINECAPS_FOG;
4601 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4602 * idea how generating the smoothing alpha values works; the result is different
4605 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4606 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4608 if (gl_info->supported[EXT_TEXTURE3D])
4609 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4611 pCaps->MaxVolumeExtent = 0;
4613 pCaps->MaxTextureRepeat = 32768;
4614 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4615 pCaps->MaxVertexW = 1.0f;
4617 pCaps->GuardBandLeft = 0.0f;
4618 pCaps->GuardBandTop = 0.0f;
4619 pCaps->GuardBandRight = 0.0f;
4620 pCaps->GuardBandBottom = 0.0f;
4622 pCaps->ExtentsAdjust = 0.0f;
4624 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4625 WINED3DSTENCILCAPS_INCRSAT |
4626 WINED3DSTENCILCAPS_INVERT |
4627 WINED3DSTENCILCAPS_KEEP |
4628 WINED3DSTENCILCAPS_REPLACE |
4629 WINED3DSTENCILCAPS_ZERO;
4630 if (gl_info->supported[EXT_STENCIL_WRAP])
4632 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4633 WINED3DSTENCILCAPS_INCR;
4635 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4637 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4640 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4642 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4643 pCaps->MaxActiveLights = gl_info->limits.lights;
4645 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4646 pCaps->MaxVertexBlendMatrixIndex = 0;
4648 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4649 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4652 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4653 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4654 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4655 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4656 WINED3DVTXPCAPS_LOCALVIEWER |
4657 WINED3DVTXPCAPS_VERTEXFOG |
4658 WINED3DVTXPCAPS_TEXGEN;
4660 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4661 pCaps->MaxVertexIndex = 0xFFFFF;
4662 pCaps->MaxStreams = MAX_STREAMS;
4663 pCaps->MaxStreamStride = 1024;
4665 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4666 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4667 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4668 pCaps->MaxNpatchTessellationLevel = 0;
4669 pCaps->MasterAdapterOrdinal = 0;
4670 pCaps->AdapterOrdinalInGroup = 0;
4671 pCaps->NumberOfAdaptersInGroup = 1;
4673 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4675 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4676 WINED3DPTFILTERCAPS_MAGFPOINT |
4677 WINED3DPTFILTERCAPS_MINFLINEAR |
4678 WINED3DPTFILTERCAPS_MAGFLINEAR;
4679 pCaps->VertexTextureFilterCaps = 0;
4681 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4682 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4684 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4685 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4687 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4688 * Ignore shader model capabilities if disabled in config
4690 if(vs_selected_mode == SHADER_NONE) {
4691 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4692 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4693 pCaps->MaxVertexShaderConst = 0;
4695 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4696 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4699 if(ps_selected_mode == SHADER_NONE) {
4700 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4701 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4702 pCaps->PixelShader1xMaxValue = 0.0f;
4704 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4705 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4708 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4709 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4710 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4712 /* The following caps are shader specific, but they are things we cannot detect, or which
4713 * are the same among all shader models. So to avoid code duplication set the shader version
4714 * specific, but otherwise constant caps here
4716 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4717 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4718 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4719 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4720 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4721 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4722 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4724 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4725 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4727 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4729 pCaps->VS20Caps.Caps = 0;
4730 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4731 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4732 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4734 pCaps->MaxVShaderInstructionsExecuted = 65535;
4735 pCaps->MaxVertexShader30InstructionSlots = 0;
4736 } else { /* VS 1.x */
4737 pCaps->VS20Caps.Caps = 0;
4738 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4739 pCaps->VS20Caps.NumTemps = 0;
4740 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4742 pCaps->MaxVShaderInstructionsExecuted = 0;
4743 pCaps->MaxVertexShader30InstructionSlots = 0;
4746 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4747 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4748 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4750 /* 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 */
4751 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4752 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4753 WINED3DPS20CAPS_PREDICATION |
4754 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4755 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4756 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4757 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4758 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4759 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4761 pCaps->MaxPShaderInstructionsExecuted = 65535;
4762 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4763 adapter->gl_info.limits.arb_ps_instructions);
4765 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4767 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4768 pCaps->PS20Caps.Caps = 0;
4769 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4770 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4771 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4772 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4774 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4775 pCaps->MaxPixelShader30InstructionSlots = 0;
4776 } else { /* PS 1.x */
4777 pCaps->PS20Caps.Caps = 0;
4778 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4779 pCaps->PS20Caps.NumTemps = 0;
4780 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4781 pCaps->PS20Caps.NumInstructionSlots = 0;
4783 pCaps->MaxPShaderInstructionsExecuted = 0;
4784 pCaps->MaxPixelShader30InstructionSlots = 0;
4787 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4788 /* OpenGL supports all the formats below, perhaps not always
4789 * without conversion, but it supports them.
4790 * Further GLSL doesn't seem to have an official unsigned type so
4791 * don't advertise it yet as I'm not sure how we handle it.
4792 * We might need to add some clamping in the shader engine to
4794 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4795 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4796 WINED3DDTCAPS_UBYTE4N |
4797 WINED3DDTCAPS_SHORT2N |
4798 WINED3DDTCAPS_SHORT4N;
4799 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4801 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4802 WINED3DDTCAPS_FLOAT16_4;
4805 pCaps->DeclTypes = 0;
4807 /* Set DirectDraw helper Caps */
4808 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4809 WINEDDCKEYCAPS_SRCBLT;
4810 fx_caps = WINEDDFXCAPS_BLTALPHA |
4811 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4812 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4813 WINEDDFXCAPS_BLTROTATION90 |
4814 WINEDDFXCAPS_BLTSHRINKX |
4815 WINEDDFXCAPS_BLTSHRINKXN |
4816 WINEDDFXCAPS_BLTSHRINKY |
4817 WINEDDFXCAPS_BLTSHRINKXN |
4818 WINEDDFXCAPS_BLTSTRETCHX |
4819 WINEDDFXCAPS_BLTSTRETCHXN |
4820 WINEDDFXCAPS_BLTSTRETCHY |
4821 WINEDDFXCAPS_BLTSTRETCHYN;
4822 blit_caps = WINEDDCAPS_BLT |
4823 WINEDDCAPS_BLTCOLORFILL |
4824 WINEDDCAPS_BLTDEPTHFILL |
4825 WINEDDCAPS_BLTSTRETCH |
4826 WINEDDCAPS_CANBLTSYSMEM |
4827 WINEDDCAPS_CANCLIP |
4828 WINEDDCAPS_CANCLIPSTRETCHED |
4829 WINEDDCAPS_COLORKEY |
4830 WINEDDCAPS_COLORKEYHWASSIST |
4831 WINEDDCAPS_ALIGNBOUNDARYSRC;
4832 pal_caps = WINEDDPCAPS_8BIT |
4833 WINEDDPCAPS_PRIMARYSURFACE;
4835 /* Fill the ddraw caps structure */
4836 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4837 WINEDDCAPS_PALETTE |
4839 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4840 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4841 WINEDDCAPS2_PRIMARYGAMMA |
4842 WINEDDCAPS2_WIDESURFACES |
4843 WINEDDCAPS2_CANRENDERWINDOWED;
4844 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4845 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4846 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4847 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4848 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4849 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4850 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4851 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4852 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4853 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4854 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4855 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4857 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4858 WINEDDSCAPS_BACKBUFFER |
4860 WINEDDSCAPS_FRONTBUFFER |
4861 WINEDDSCAPS_OFFSCREENPLAIN |
4862 WINEDDSCAPS_PALETTE |
4863 WINEDDSCAPS_PRIMARYSURFACE |
4864 WINEDDSCAPS_SYSTEMMEMORY |
4865 WINEDDSCAPS_VIDEOMEMORY |
4866 WINEDDSCAPS_VISIBLE;
4867 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4869 /* Set D3D caps if OpenGL is available. */
4870 if (adapter->opengl)
4872 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4873 WINEDDSCAPS_MIPMAP |
4874 WINEDDSCAPS_TEXTURE |
4875 WINEDDSCAPS_ZBUFFER;
4876 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4882 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4883 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4885 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4886 IWineD3DDeviceImpl *object;
4889 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4890 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4892 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4893 * number and create a device without a 3D adapter for 2D only operation. */
4894 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4896 return WINED3DERR_INVALIDCALL;
4899 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4902 ERR("Failed to allocate device memory.\n");
4903 return E_OUTOFMEMORY;
4906 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4909 WARN("Failed to initialize device, hr %#x.\n", hr);
4910 HeapFree(GetProcessHeap(), 0, object);
4914 TRACE("Created device %p.\n", object);
4915 *device = (IWineD3DDevice *)object;
4917 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4922 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4924 TRACE("iface %p.\n", iface);
4926 return ((IWineD3DImpl *)iface)->parent;
4929 static void WINE_GLAPI invalid_func(const void *data)
4931 ERR("Invalid vertex attribute function called\n");
4935 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4937 ERR("Invalid texcoord function called\n");
4941 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4942 * the extension detection and are used in drawStridedSlow
4944 static void WINE_GLAPI position_d3dcolor(const void *data)
4946 DWORD pos = *((const DWORD *)data);
4948 FIXME("Add a test for fixed function position from d3dcolor type\n");
4949 glVertex4s(D3DCOLOR_B_R(pos),
4955 static void WINE_GLAPI position_float4(const void *data)
4957 const GLfloat *pos = data;
4959 if (pos[3] != 0.0f && pos[3] != 1.0f)
4961 float w = 1.0f / pos[3];
4963 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4971 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4973 DWORD diffuseColor = *((const DWORD *)data);
4975 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4976 D3DCOLOR_B_G(diffuseColor),
4977 D3DCOLOR_B_B(diffuseColor),
4978 D3DCOLOR_B_A(diffuseColor));
4981 static void WINE_GLAPI specular_d3dcolor(const void *data)
4983 DWORD specularColor = *((const DWORD *)data);
4984 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4985 D3DCOLOR_B_G(specularColor),
4986 D3DCOLOR_B_B(specularColor)};
4988 specular_func_3ubv(d);
4991 static void WINE_GLAPI warn_no_specular_func(const void *data)
4993 WARN("GL_EXT_secondary_color not supported\n");
4996 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4998 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4999 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5000 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5001 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5002 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5003 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5004 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5005 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5006 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5007 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5008 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5009 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5010 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5011 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5012 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5013 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5014 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5016 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5017 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5018 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5019 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5020 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5021 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5022 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5023 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5024 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5025 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5026 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5027 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5028 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5029 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5030 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5031 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5032 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5034 /* No 4 component entry points here */
5035 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5036 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5037 if (gl_info->supported[EXT_SECONDARY_COLOR])
5039 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5043 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5045 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5046 if (gl_info->supported[EXT_SECONDARY_COLOR])
5048 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5049 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5053 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5055 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5056 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5057 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5058 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5059 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5060 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5061 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5062 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5063 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5064 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5065 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5066 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5068 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5069 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5071 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5072 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5073 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5074 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5075 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5076 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5077 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5078 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5079 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5080 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5081 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5082 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5083 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5084 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5085 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5086 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5087 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5089 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5090 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5091 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5092 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5093 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5094 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5095 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5096 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5097 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5098 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5099 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5100 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5101 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5102 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5103 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5104 if (gl_info->supported[NV_HALF_FLOAT])
5106 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5107 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5108 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5110 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5111 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5115 /* Do not call while under the GL lock. */
5116 static BOOL InitAdapters(IWineD3DImpl *This)
5118 static HMODULE mod_gl;
5120 int ps_selected_mode, vs_selected_mode;
5122 /* No need to hold any lock. The calling library makes sure only one thread calls
5123 * wined3d simultaneously
5126 TRACE("Initializing adapters\n");
5129 #ifdef USE_WIN32_OPENGL
5130 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5131 mod_gl = LoadLibraryA("opengl32.dll");
5133 ERR("Can't load opengl32.dll!\n");
5137 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5138 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5139 mod_gl = GetModuleHandleA("gdi32.dll");
5143 /* Load WGL core functions from opengl32.dll */
5144 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5148 if(!pwglGetProcAddress) {
5149 ERR("Unable to load wglGetProcAddress!\n");
5153 /* Dynamically load all GL core functions */
5157 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5158 * otherwise because we have to use winex11.drv's override
5160 #ifdef USE_WIN32_OPENGL
5161 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5162 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5164 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5165 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5168 glEnableWINE = glEnable;
5169 glDisableWINE = glDisable;
5171 /* For now only one default adapter */
5173 struct wined3d_adapter *adapter = &This->adapters[0];
5174 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5175 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5179 WineD3D_PixelFormat *cfgs;
5180 DISPLAY_DEVICEW DisplayDevice;
5183 TRACE("Initializing default adapter\n");
5184 adapter->ordinal = 0;
5185 adapter->monitorPoint.x = -1;
5186 adapter->monitorPoint.y = -1;
5188 if (!AllocateLocallyUniqueId(&adapter->luid))
5190 DWORD err = GetLastError();
5191 ERR("Failed to set adapter LUID (%#x).\n", err);
5194 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5195 adapter->luid.HighPart, adapter->luid.LowPart);
5197 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5199 ERR("Failed to get a gl context for default adapter\n");
5203 ret = IWineD3DImpl_FillGLCaps(adapter);
5205 ERR("Failed to initialize gl caps for default adapter\n");
5206 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5209 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5211 ERR("Failed to init gl formats\n");
5212 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5216 hdc = fake_gl_ctx.dc;
5218 adapter->TextureRam = adapter->driver_info.vidmem;
5219 adapter->UsedTextureRam = 0;
5220 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5222 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5223 DisplayDevice.cb = sizeof(DisplayDevice);
5224 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5225 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5226 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5228 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5235 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5236 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5238 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5239 cfgs = adapter->cfgs;
5240 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5241 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5242 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5243 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5244 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5245 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5246 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5247 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5248 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5249 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5250 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5252 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5254 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5259 /* Cache the pixel format */
5260 cfgs->iPixelFormat = iPixelFormat;
5261 cfgs->redSize = values[0];
5262 cfgs->greenSize = values[1];
5263 cfgs->blueSize = values[2];
5264 cfgs->alphaSize = values[3];
5265 cfgs->colorSize = values[4];
5266 cfgs->depthSize = values[5];
5267 cfgs->stencilSize = values[6];
5268 cfgs->windowDrawable = values[7];
5269 cfgs->iPixelType = values[8];
5270 cfgs->doubleBuffer = values[9];
5271 cfgs->auxBuffers = values[10];
5273 cfgs->numSamples = 0;
5274 /* Check multisample support */
5275 if (gl_info->supported[ARB_MULTISAMPLE])
5277 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5279 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5280 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5281 * value[1] = number of multi sample buffers*/
5283 cfgs->numSamples = value[1];
5287 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5288 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5289 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5290 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5291 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5297 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5298 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5299 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5301 cfgs = adapter->cfgs;
5302 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5304 PIXELFORMATDESCRIPTOR ppfd;
5306 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5310 /* We only want HW acceleration using an OpenGL ICD driver.
5311 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5312 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5314 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5316 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5320 cfgs->iPixelFormat = iPixelFormat;
5321 cfgs->redSize = ppfd.cRedBits;
5322 cfgs->greenSize = ppfd.cGreenBits;
5323 cfgs->blueSize = ppfd.cBlueBits;
5324 cfgs->alphaSize = ppfd.cAlphaBits;
5325 cfgs->colorSize = ppfd.cColorBits;
5326 cfgs->depthSize = ppfd.cDepthBits;
5327 cfgs->stencilSize = ppfd.cStencilBits;
5328 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5329 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5330 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5331 cfgs->auxBuffers = ppfd.cAuxBuffers;
5332 cfgs->numSamples = 0;
5334 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5335 "depth=%d, stencil=%d, windowDrawable=%d\n",
5336 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5337 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5338 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5343 /* 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 */
5346 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5348 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5349 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5354 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5355 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5356 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5357 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5358 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5359 * driver is allowed to consume more bits EXCEPT for stencil bits.
5361 * Mark an adapter with this broken stencil behavior.
5363 adapter->brokenStencil = TRUE;
5364 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5366 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5367 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5368 adapter->brokenStencil = FALSE;
5373 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5375 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5376 fillGLAttribFuncs(&adapter->gl_info);
5377 adapter->opengl = TRUE;
5379 This->adapter_count = 1;
5380 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5385 /* Initialize an adapter for ddraw-only memory counting */
5386 memset(This->adapters, 0, sizeof(This->adapters));
5387 This->adapters[0].ordinal = 0;
5388 This->adapters[0].opengl = FALSE;
5389 This->adapters[0].monitorPoint.x = -1;
5390 This->adapters[0].monitorPoint.y = -1;
5392 This->adapters[0].driver_info.name = "Display";
5393 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5394 if(wined3d_settings.emulated_textureram) {
5395 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5397 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5400 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5402 This->adapter_count = 1;
5406 /**********************************************************
5407 * IWineD3D VTbl follows
5408 **********************************************************/
5410 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5413 IWineD3DImpl_QueryInterface,
5414 IWineD3DImpl_AddRef,
5415 IWineD3DImpl_Release,
5417 IWineD3DImpl_GetParent,
5418 IWineD3DImpl_GetAdapterCount,
5419 IWineD3DImpl_RegisterSoftwareDevice,
5420 IWineD3DImpl_GetAdapterMonitor,
5421 IWineD3DImpl_GetAdapterModeCount,
5422 IWineD3DImpl_EnumAdapterModes,
5423 IWineD3DImpl_GetAdapterDisplayMode,
5424 IWineD3DImpl_GetAdapterIdentifier,
5425 IWineD3DImpl_CheckDeviceMultiSampleType,
5426 IWineD3DImpl_CheckDepthStencilMatch,
5427 IWineD3DImpl_CheckDeviceType,
5428 IWineD3DImpl_CheckDeviceFormat,
5429 IWineD3DImpl_CheckDeviceFormatConversion,
5430 IWineD3DImpl_GetDeviceCaps,
5431 IWineD3DImpl_CreateDevice
5434 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5436 const struct wined3d_parent_ops wined3d_null_parent_ops =
5438 wined3d_null_wined3d_object_destroyed,
5441 /* Do not call while under the GL lock. */
5442 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5444 wined3d->lpVtbl = &IWineD3D_Vtbl;
5445 wined3d->dxVersion = version;
5447 wined3d->parent = parent;
5449 if (!InitAdapters(wined3d))
5451 WARN("Failed to initialize adapters.\n");
5454 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);