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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
108 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
109 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
110 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
111 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
112 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
113 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
114 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
115 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
116 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
117 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
118 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
119 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
120 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
121 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
122 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
123 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
124 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
125 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
126 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
127 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
128 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
129 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
133 {"GL_NV_fence", NV_FENCE, 0 },
134 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
135 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
136 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
137 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
138 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
139 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
140 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
141 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
142 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
143 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
144 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
145 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
146 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
147 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
148 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
149 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
150 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
153 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
156 /**********************************************************
157 * Utility functions follow
158 **********************************************************/
160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162 const struct min_lookup minMipLookup[] =
164 /* NONE POINT LINEAR */
165 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
166 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
167 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
170 const struct min_lookup minMipLookup_noFilter[] =
172 /* NONE POINT LINEAR */
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
178 const struct min_lookup minMipLookup_noMip[] =
180 /* NONE POINT LINEAR */
181 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
183 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
186 const GLenum magLookup[] =
188 /* NONE POINT LINEAR */
189 GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 const GLenum magLookup_noFilter[] =
194 /* NONE POINT LINEAR */
195 GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 /* drawStridedSlow attributes */
199 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc specular_func_3ubv;
202 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
204 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
208 * i.e., there is no GL Context - Get a default rendering context to enable the
209 * function query some info from GL.
212 struct wined3d_fake_gl_ctx
218 HGLRC restore_gl_ctx;
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 TRACE_(d3d_caps)("Destroying fake GL context.\n");
225 if (!pwglMakeCurrent(NULL, NULL))
227 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230 if (!pwglDeleteContext(ctx->gl_ctx))
232 DWORD err = GetLastError();
233 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236 ReleaseDC(ctx->wnd, ctx->dc);
237 DestroyWindow(ctx->wnd);
239 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
245 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 PIXELFORMATDESCRIPTOR pfd;
250 TRACE("getting context...\n");
252 ctx->restore_dc = pwglGetCurrentDC();
253 ctx->restore_gl_ctx = pwglGetCurrentContext();
255 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
256 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
257 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260 ERR_(d3d_caps)("Failed to create a window.\n");
264 ctx->dc = GetDC(ctx->wnd);
267 ERR_(d3d_caps)("Failed to get a DC.\n");
271 /* PixelFormat selection */
272 ZeroMemory(&pfd, sizeof(pfd));
273 pfd.nSize = sizeof(pfd);
275 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
276 pfd.iPixelType = PFD_TYPE_RGBA;
278 pfd.iLayerType = PFD_MAIN_PLANE;
280 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
284 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
288 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290 /* Create a GL context. */
291 ctx->gl_ctx = pwglCreateContext(ctx->dc);
294 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 /* Make it the current GL context. */
299 if (!context_set_current(NULL))
301 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
304 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
313 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317 if (ctx->wnd) DestroyWindow(ctx->wnd);
319 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
330 struct wined3d_adapter *adapter = D3DDevice->adapter;
332 adapter->UsedTextureRam += glram;
333 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
334 return adapter->UsedTextureRam;
337 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
340 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
343 /**********************************************************
344 * IUnknown parts follows
345 **********************************************************/
347 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
352 if (IsEqualGUID(riid, &IID_IUnknown)
353 || IsEqualGUID(riid, &IID_IWineD3DBase)
354 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
355 IUnknown_AddRef(iface);
360 return E_NOINTERFACE;
363 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
364 IWineD3DImpl *This = (IWineD3DImpl *)iface;
365 ULONG refCount = InterlockedIncrement(&This->ref);
367 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
372 IWineD3DImpl *This = (IWineD3DImpl *)iface;
374 TRACE("(%p) : Releasing from %d\n", This, This->ref);
375 ref = InterlockedDecrement(&This->ref);
379 for (i = 0; i < This->adapter_count; ++i)
381 wined3d_adapter_cleanup(&This->adapters[i]);
383 HeapFree(GetProcessHeap(), 0, This);
389 /**********************************************************
390 * IWineD3D parts follows
391 **********************************************************/
393 /* GL locking is done by the caller */
394 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
398 const char *testcode =
400 "PARAM C[66] = { program.env[0..65] };\n"
402 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
403 "ARL A0.x, zero.x;\n"
404 "MOV result.position, C[A0.x + 65];\n"
408 GL_EXTCALL(glGenProgramsARB(1, &prog));
410 ERR("Failed to create an ARB offset limit test program\n");
412 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
413 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
414 strlen(testcode), testcode));
415 if(glGetError() != 0) {
416 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
417 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419 } else TRACE("OpenGL implementation allows offsets > 63\n");
421 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
422 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
423 checkGLcall("ARB vp offset limit test cleanup");
428 static DWORD ver_for_ext(GL_SupportedExt ext)
431 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
432 if(EXTENSION_MAP[i].extension == ext) {
433 return EXTENSION_MAP[i].version;
439 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
440 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 if (card_vendor != HW_VENDOR_ATI) return FALSE;
443 if (device == CARD_ATI_RADEON_9500) return TRUE;
444 if (device == CARD_ATI_RADEON_X700) return TRUE;
445 if (device == CARD_ATI_RADEON_X1600) return TRUE;
449 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
450 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 if (card_vendor == HW_VENDOR_NVIDIA)
454 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
462 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
463 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
466 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
467 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
470 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
471 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
472 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
473 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
474 * the chance that other implementations support them is rather small since Win32 QuickTime uses
475 * DirectDraw, not OpenGL.
477 * This test has been moved into wined3d_guess_gl_vendor()
479 if (gl_vendor == GL_VENDOR_APPLE)
486 /* Context activation is done by the caller. */
487 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
490 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
491 * all the texture. This function detects this bug by its symptom and disables PBOs
494 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
495 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
496 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
497 * read back is compared to the original. If they are equal PBOs are assumed to work,
498 * otherwise the PBO extension is disabled. */
500 static const unsigned int pattern[] =
502 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
503 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
504 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
505 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509 /* No PBO -> No point in testing them. */
510 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
514 while (glGetError());
515 glGenTextures(1, &texture);
516 glBindTexture(GL_TEXTURE_2D, texture);
518 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
519 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
520 checkGLcall("Specifying the PBO test texture");
522 GL_EXTCALL(glGenBuffersARB(1, &pbo));
523 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
524 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
525 checkGLcall("Specifying the PBO test pbo");
527 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
528 checkGLcall("Loading the PBO test texture");
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
531 wglFinish(); /* just to be sure */
533 memset(check, 0, sizeof(check));
534 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
535 checkGLcall("Reading back the PBO test texture");
537 glDeleteTextures(1, &texture);
538 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
539 checkGLcall("PBO test cleanup");
543 if (memcmp(check, pattern, sizeof(check)))
545 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
546 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
547 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
551 TRACE_(d3d_caps)("PBO test successful.\n");
555 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
558 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
561 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
565 if (card_vendor != HW_VENDOR_ATI) return FALSE;
566 if (device == CARD_ATI_RADEON_X1600) return FALSE;
570 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 return (gl_vendor == GL_VENDOR_ATI);
577 static BOOL match_dx10_capable(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 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
581 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
582 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
583 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
586 * dx10 cards usually have 64 varyings */
587 return gl_info->limits.glsl_varyings > 44;
590 /* A GL context is provided by the caller */
591 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
592 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
597 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
601 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
602 error = glGetError();
605 if(error == GL_NO_ERROR)
607 TRACE("GL Implementation accepts 4 component specular color pointers\n");
612 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
613 debug_glerror(error));
618 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
622 return gl_info->supported[NV_TEXTURE_SHADER];
625 /* A GL context is provided by the caller */
626 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 const char *testcode =
634 "OPTION NV_vertex_program2;\n"
635 "MOV result.clip[0], 0.0;\n"
636 "MOV result.position, 0.0;\n"
639 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
644 GL_EXTCALL(glGenProgramsARB(1, &prog));
647 ERR("Failed to create the NVvp clip test program\n");
651 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
652 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
653 strlen(testcode), testcode));
654 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
657 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
658 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
662 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
664 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
665 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
666 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
672 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
674 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
675 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
676 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
677 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
680 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
682 quirk_arb_constants(gl_info);
683 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
684 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
685 * allow 48 different offsets or other helper immediate values. */
686 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
687 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
690 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
691 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
692 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
693 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
694 * most games, but avoids the crash
696 * A more sophisticated way would be to find all units that need texture coordinates and enable
697 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
698 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
700 * Note that disabling the extension entirely does not gain predictability because there is no point
701 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
702 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
704 if (gl_info->supported[ARB_POINT_SPRITE])
706 TRACE("Limiting point sprites to one texture unit.\n");
707 gl_info->limits.point_sprite_units = 1;
711 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
713 quirk_arb_constants(gl_info);
715 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
716 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
717 * If real NP2 textures are used, the driver falls back to software. We could just remove the
718 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
719 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
720 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
721 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
723 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
724 * has this extension promoted to core. The extension loading code sets this extension supported
725 * due to that, so this code works on fglrx as well. */
726 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
728 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
729 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
730 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
733 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
734 * it is generally more efficient. Reserve just 8 constants. */
735 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
736 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
739 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
741 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
742 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
743 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
744 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
745 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
746 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
748 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
749 * triggering the software fallback. There is not much we can do here apart from disabling the
750 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
751 * in IWineD3DImpl_FillGLCaps).
752 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
753 * post-processing effects in the game "Max Payne 2").
754 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
755 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
756 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
757 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
760 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
762 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
763 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
764 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
765 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
766 * according to the spec.
768 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
769 * makes the shader slower and eats instruction slots which should be available to the d3d app.
771 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
772 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
773 * this workaround is activated on cards that do not need it, it won't break things, just affect
774 * performance negatively. */
775 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
776 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
779 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
781 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
784 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
786 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
789 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
791 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
792 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
795 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
797 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
802 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
803 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
804 void (*apply)(struct wined3d_gl_info *gl_info);
805 const char *description;
808 static const struct driver_quirk quirk_table[] =
811 match_ati_r300_to_500,
813 "ATI GLSL constant and normalized texrect quirk"
815 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
816 * used it falls back to software. While the compiler can detect if the shader uses all declared
817 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
818 * using relative addressing falls back to software.
820 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
823 quirk_apple_glsl_constants,
824 "Apple GLSL uniform override"
829 "Geforce 5 NP2 disable"
834 "Init texcoord .w for Apple Intel GPU driver"
837 match_apple_nonr500ati,
839 "Init texcoord .w for Apple ATI >= r600 GPU driver"
843 quirk_one_point_sprite,
844 "Fglrx point sprite crash workaround"
849 "Reserved varying for gl_ClipPos"
852 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
853 * GL implementations accept it. The Mac GL is the only implementation known to
856 * If we can pass 4 component specular colors, do it, because (a) we don't have
857 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
858 * passes specular alpha to the pixel shader if any is used. Otherwise the
859 * specular alpha is used to pass the fog coordinate, which we pass to opengl
860 * via GL_EXT_fog_coord.
862 match_allows_spec_alpha,
863 quirk_allows_specular_alpha,
864 "Allow specular alpha quirk"
867 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
872 "Apple NV_texture_shader disable"
875 match_broken_nv_clip,
876 quirk_disable_nvvp_clip,
877 "Apple NV_vertex_program clip bug quirk"
881 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
882 * reporting a driver version is moot because we are not the Windows driver, and we have different
883 * bugs, features, etc.
885 * The driver version has the form "x.y.z.w".
887 * "x" is the Windows version the driver is meant for:
894 * "y" is the Direct3D level the driver supports:
901 * "z" is unknown, possibly vendor specific.
903 * "w" is the vendor specific driver version.
905 struct driver_version_information
907 WORD vendor; /* reported PCI card vendor ID */
908 WORD card; /* reported PCI card device ID */
909 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
910 WORD d3d_level; /* driver hiword to report */
911 WORD lopart_hi, lopart_lo; /* driver loword to report */
914 static const struct driver_version_information driver_version_table[] =
916 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
917 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
918 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
919 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
921 * All version numbers used below are from the Linux nvidia drivers. */
922 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
923 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
924 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
925 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
926 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
927 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
928 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
929 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
930 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
931 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
932 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
933 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
934 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
935 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
936 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
937 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
938 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
939 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
940 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
941 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
942 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
943 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
944 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
945 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
946 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
947 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
948 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
949 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
950 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
951 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
952 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
954 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
955 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
956 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
957 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
958 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
959 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
960 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
961 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
962 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
963 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
964 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
965 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
966 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
968 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
971 static void init_driver_info(struct wined3d_driver_info *driver_info,
972 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
974 OSVERSIONINFOW os_version;
975 WORD driver_os_version;
978 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
980 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
981 vendor = wined3d_settings.pci_vendor_id;
983 driver_info->vendor = vendor;
985 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
987 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
988 device = wined3d_settings.pci_device_id;
990 driver_info->device = device;
995 driver_info->name = "ati2dvag.dll";
998 case HW_VENDOR_NVIDIA:
999 driver_info->name = "nv4_disp.dll";
1002 case HW_VENDOR_INTEL:
1004 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1005 driver_info->name = "Display";
1009 memset(&os_version, 0, sizeof(os_version));
1010 os_version.dwOSVersionInfoSize = sizeof(os_version);
1011 if (!GetVersionExW(&os_version))
1013 ERR("Failed to get OS version, reporting 2000/XP.\n");
1014 driver_os_version = 6;
1018 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1019 switch (os_version.dwMajorVersion)
1022 driver_os_version = 4;
1026 driver_os_version = 6;
1030 if (os_version.dwMinorVersion == 0)
1032 driver_os_version = 7;
1036 if (os_version.dwMinorVersion > 1)
1038 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1039 os_version.dwMajorVersion, os_version.dwMinorVersion);
1041 driver_os_version = 8;
1046 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1047 os_version.dwMajorVersion, os_version.dwMinorVersion);
1048 driver_os_version = 6;
1053 driver_info->description = "Direct3D HAL";
1054 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1055 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1057 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1059 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1061 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1063 driver_info->description = driver_version_table[i].description;
1064 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1065 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1066 driver_version_table[i].lopart_lo);
1071 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1072 driver_info->version_high, driver_info->version_low);
1075 /* Context activation is done by the caller. */
1076 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1077 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1081 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1083 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1084 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1085 quirk_table[i].apply(gl_info);
1088 /* Find out if PBOs work as they are supposed to. */
1089 test_pbo_functionality(gl_info);
1092 static DWORD wined3d_parse_gl_version(const char *gl_version)
1094 const char *ptr = gl_version;
1098 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1100 while (isdigit(*ptr)) ++ptr;
1101 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1105 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1107 return MAKEDWORD_VERSION(major, minor);
1110 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1113 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1114 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1115 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1117 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1118 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1119 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1120 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1121 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1122 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1123 * DirectDraw, not OpenGL. */
1124 if (gl_info->supported[APPLE_FENCE]
1125 && gl_info->supported[APPLE_CLIENT_STORAGE]
1126 && gl_info->supported[APPLE_FLUSH_RENDER]
1127 && gl_info->supported[APPLE_YCBCR_422])
1128 return GL_VENDOR_APPLE;
1130 if (strstr(gl_vendor_string, "NVIDIA"))
1131 return GL_VENDOR_NVIDIA;
1133 if (strstr(gl_vendor_string, "ATI"))
1134 return GL_VENDOR_ATI;
1136 if (strstr(gl_vendor_string, "Intel(R)")
1137 || strstr(gl_renderer, "Intel(R)")
1138 || strstr(gl_vendor_string, "Intel Inc."))
1139 return GL_VENDOR_INTEL;
1141 if (strstr(gl_vendor_string, "Mesa")
1142 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1143 || strstr(gl_vendor_string, "DRI R300 Project")
1144 || strstr(gl_vendor_string, "X.Org R300 Project")
1145 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1146 || strstr(gl_vendor_string, "VMware, Inc.")
1147 || strstr(gl_renderer, "Mesa")
1148 || strstr(gl_renderer, "Gallium"))
1149 return GL_VENDOR_MESA;
1151 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_WINE.\n", debugstr_a(gl_vendor_string));
1153 return GL_VENDOR_WINE;
1156 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1158 if (strstr(gl_vendor_string, "NVIDIA"))
1159 return HW_VENDOR_NVIDIA;
1161 if (strstr(gl_vendor_string, "ATI")
1162 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1163 || strstr(gl_vendor_string, "X.Org R300 Project")
1164 || strstr(gl_vendor_string, "DRI R300 Project"))
1165 return HW_VENDOR_ATI;
1167 if (strstr(gl_vendor_string, "Intel(R)")
1168 || strstr(gl_renderer, "Intel(R)")
1169 || strstr(gl_vendor_string, "Intel Inc."))
1170 return HW_VENDOR_INTEL;
1172 if (strstr(gl_vendor_string, "Mesa")
1173 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1174 || strstr(gl_vendor_string, "VMware, Inc."))
1175 return HW_VENDOR_WINE;
1177 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1179 return HW_VENDOR_NVIDIA;
1184 enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1185 unsigned int *vidmem )
1187 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1188 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1190 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1192 /* Geforce 200 - highend */
1193 if (strstr(gl_renderer, "GTX 280")
1194 || strstr(gl_renderer, "GTX 285")
1195 || strstr(gl_renderer, "GTX 295"))
1198 return CARD_NVIDIA_GEFORCE_GTX280;
1201 /* Geforce 200 - midend high */
1202 if (strstr(gl_renderer, "GTX 275"))
1205 return CARD_NVIDIA_GEFORCE_GTX275;
1208 /* Geforce 200 - midend */
1209 if (strstr(gl_renderer, "GTX 260"))
1212 return CARD_NVIDIA_GEFORCE_GTX260;
1214 /* Geforce 200 - midend */
1215 if (strstr(gl_renderer, "GT 240"))
1218 return CARD_NVIDIA_GEFORCE_GT240;
1221 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1222 if (strstr(gl_renderer, "9800")
1223 || strstr(gl_renderer, "GTS 150")
1224 || strstr(gl_renderer, "GTS 250"))
1227 return CARD_NVIDIA_GEFORCE_9800GT;
1230 /* Geforce9 - midend */
1231 if (strstr(gl_renderer, "9600"))
1233 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1234 return CARD_NVIDIA_GEFORCE_9600GT;
1237 /* Geforce9 - midend low / Geforce 200 - low */
1238 if (strstr(gl_renderer, "9500")
1239 || strstr(gl_renderer, "GT 120")
1240 || strstr(gl_renderer, "GT 130"))
1242 *vidmem = 256; /* The 9500GT has 256-1024MB */
1243 return CARD_NVIDIA_GEFORCE_9500GT;
1246 /* Geforce9 - lowend */
1247 if (strstr(gl_renderer, "9400"))
1249 *vidmem = 256; /* The 9400GT has 256-1024MB */
1250 return CARD_NVIDIA_GEFORCE_9400GT;
1253 /* Geforce9 - lowend low */
1254 if (strstr(gl_renderer, "9100")
1255 || strstr(gl_renderer, "9200")
1256 || strstr(gl_renderer, "9300")
1257 || strstr(gl_renderer, "G 100"))
1259 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1260 return CARD_NVIDIA_GEFORCE_9200;
1263 /* Geforce8 - highend */
1264 if (strstr(gl_renderer, "8800"))
1266 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1267 return CARD_NVIDIA_GEFORCE_8800GTS;
1270 /* Geforce8 - midend mobile */
1271 if (strstr(gl_renderer, "8600 M"))
1274 return CARD_NVIDIA_GEFORCE_8600MGT;
1277 /* Geforce8 - midend */
1278 if (strstr(gl_renderer, "8600")
1279 || strstr(gl_renderer, "8700"))
1282 return CARD_NVIDIA_GEFORCE_8600GT;
1285 /* Geforce8 - lowend */
1286 if (strstr(gl_renderer, "8100")
1287 || strstr(gl_renderer, "8200")
1288 || strstr(gl_renderer, "8300")
1289 || strstr(gl_renderer, "8400")
1290 || strstr(gl_renderer, "8500"))
1292 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1293 return CARD_NVIDIA_GEFORCE_8300GS;
1296 /* Geforce7 - highend */
1297 if (strstr(gl_renderer, "7800")
1298 || strstr(gl_renderer, "7900")
1299 || strstr(gl_renderer, "7950")
1300 || strstr(gl_renderer, "Quadro FX 4")
1301 || strstr(gl_renderer, "Quadro FX 5"))
1303 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1304 return CARD_NVIDIA_GEFORCE_7800GT;
1307 /* Geforce7 midend */
1308 if (strstr(gl_renderer, "7600")
1309 || strstr(gl_renderer, "7700"))
1311 *vidmem = 256; /* The 7600 uses 256-512MB */
1312 return CARD_NVIDIA_GEFORCE_7600;
1315 /* Geforce7 lower medium */
1316 if (strstr(gl_renderer, "7400"))
1318 *vidmem = 256; /* The 7400 uses 256-512MB */
1319 return CARD_NVIDIA_GEFORCE_7400;
1322 /* Geforce7 lowend */
1323 if (strstr(gl_renderer, "7300"))
1325 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1326 return CARD_NVIDIA_GEFORCE_7300;
1329 /* Geforce6 highend */
1330 if (strstr(gl_renderer, "6800"))
1332 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1333 return CARD_NVIDIA_GEFORCE_6800;
1336 /* Geforce6 - midend */
1337 if (strstr(gl_renderer, "6600")
1338 || strstr(gl_renderer, "6610")
1339 || strstr(gl_renderer, "6700"))
1341 *vidmem = 128; /* A 6600GT has 128-256MB */
1342 return CARD_NVIDIA_GEFORCE_6600GT;
1345 /* Geforce6/7 lowend */
1347 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1350 if (WINE_D3D9_CAPABLE(gl_info))
1352 /* GeforceFX - highend */
1353 if (strstr(gl_renderer, "5800")
1354 || strstr(gl_renderer, "5900")
1355 || strstr(gl_renderer, "5950")
1356 || strstr(gl_renderer, "Quadro FX"))
1358 *vidmem = 256; /* 5800-5900 cards use 256MB */
1359 return CARD_NVIDIA_GEFORCEFX_5800;
1362 /* GeforceFX - midend */
1363 if (strstr(gl_renderer, "5600")
1364 || strstr(gl_renderer, "5650")
1365 || strstr(gl_renderer, "5700")
1366 || strstr(gl_renderer, "5750"))
1368 *vidmem = 128; /* A 5600 uses 128-256MB */
1369 return CARD_NVIDIA_GEFORCEFX_5600;
1372 /* GeforceFX - lowend */
1373 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1374 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1377 if (WINE_D3D8_CAPABLE(gl_info))
1379 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1381 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1382 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1385 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1386 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1389 if (WINE_D3D7_CAPABLE(gl_info))
1391 if (strstr(gl_renderer, "GeForce4 MX"))
1393 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1394 * early models had 32MB but most have 64MB or even 128MB. */
1396 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1399 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1401 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1402 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1405 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1407 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1408 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1411 /* Most Geforce1 cards have 32MB, there are also some rare 16
1412 * and 64MB (Dell) models. */
1414 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1417 if (strstr(gl_renderer, "TNT2"))
1419 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1420 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1423 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1424 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1428 enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1429 unsigned int *vidmem )
1431 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1433 * Beware: renderer string do not match exact card model,
1434 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1435 if (WINE_D3D9_CAPABLE(gl_info))
1437 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1438 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1439 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1440 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1442 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1443 return CARD_ATI_RADEON_HD5800;
1446 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1447 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1448 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1449 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1451 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1452 return CARD_ATI_RADEON_HD5700;
1455 /* Radeon R7xx HD4800 - highend */
1456 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1457 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1458 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1459 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1460 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1462 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1463 return CARD_ATI_RADEON_HD4800;
1466 /* Radeon R740 HD4700 - midend */
1467 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1468 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1471 return CARD_ATI_RADEON_HD4700;
1474 /* Radeon R730 HD4600 - midend */
1475 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1476 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1477 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1480 return CARD_ATI_RADEON_HD4600;
1483 /* Radeon R710 HD4500/HD4350 - lowend */
1484 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1485 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1488 return CARD_ATI_RADEON_HD4350;
1491 /* Radeon R6xx HD2900/HD3800 - highend */
1492 if (strstr(gl_renderer, "HD 2900")
1493 || strstr(gl_renderer, "HD 3870")
1494 || strstr(gl_renderer, "HD 3850"))
1496 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1497 return CARD_ATI_RADEON_HD2900;
1500 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1501 if (strstr(gl_renderer, "HD 2600")
1502 || strstr(gl_renderer, "HD 3830")
1503 || strstr(gl_renderer, "HD 3690")
1504 || strstr(gl_renderer, "HD 3650"))
1506 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1507 return CARD_ATI_RADEON_HD2600;
1510 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1511 if (strstr(gl_renderer, "HD 2300")
1512 || strstr(gl_renderer, "HD 2400")
1513 || strstr(gl_renderer, "HD 3470")
1514 || strstr(gl_renderer, "HD 3450")
1515 || strstr(gl_renderer, "HD 3430")
1516 || strstr(gl_renderer, "HD 3400"))
1518 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1519 return CARD_ATI_RADEON_HD2300;
1522 /* Radeon R6xx/R7xx integrated */
1523 if (strstr(gl_renderer, "HD 3100")
1524 || strstr(gl_renderer, "HD 3200")
1525 || strstr(gl_renderer, "HD 3300"))
1527 *vidmem = 128; /* 128MB */
1528 return CARD_ATI_RADEON_HD3200;
1532 if (strstr(gl_renderer, "X1600")
1533 || strstr(gl_renderer, "X1650")
1534 || strstr(gl_renderer, "X1800")
1535 || strstr(gl_renderer, "X1900")
1536 || strstr(gl_renderer, "X1950"))
1538 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1539 return CARD_ATI_RADEON_X1600;
1542 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1543 if (strstr(gl_renderer, "X700")
1544 || strstr(gl_renderer, "X800")
1545 || strstr(gl_renderer, "X850")
1546 || strstr(gl_renderer, "X1300")
1547 || strstr(gl_renderer, "X1400")
1548 || strstr(gl_renderer, "X1450")
1549 || strstr(gl_renderer, "X1550"))
1551 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1552 return CARD_ATI_RADEON_X700;
1555 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1556 if (strstr(gl_renderer, "Radeon Xpress"))
1558 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1559 return CARD_ATI_RADEON_XPRESS_200M;
1563 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1564 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1567 if (WINE_D3D8_CAPABLE(gl_info))
1569 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1570 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1573 if (WINE_D3D7_CAPABLE(gl_info))
1575 *vidmem = 32; /* There are models with up to 64MB */
1576 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1579 *vidmem = 16; /* There are 16-32MB models */
1580 return CARD_ATI_RAGE_128PRO;
1584 enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1585 unsigned int *vidmem )
1587 if (strstr(gl_renderer, "X3100"))
1589 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1591 return CARD_INTEL_X3100;
1594 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1596 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1598 return CARD_INTEL_I945GM;
1601 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1602 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1603 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1604 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1605 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1606 return CARD_INTEL_I915G;
1610 enum wined3d_pci_device (select_card_ati_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1611 unsigned int *vidmem )
1613 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1615 * Beware: renderer string do not match exact card model,
1616 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1617 if (strstr(gl_renderer, "Gallium"))
1619 /* Radeon R7xx HD4800 - highend */
1620 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1621 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1622 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1624 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1625 return CARD_ATI_RADEON_HD4800;
1628 /* Radeon R740 HD4700 - midend */
1629 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1632 return CARD_ATI_RADEON_HD4700;
1635 /* Radeon R730 HD4600 - midend */
1636 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1639 return CARD_ATI_RADEON_HD4600;
1642 /* Radeon R710 HD4500/HD4350 - lowend */
1643 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1646 return CARD_ATI_RADEON_HD4350;
1649 /* Radeon R6xx HD2900/HD3800 - highend */
1650 if (strstr(gl_renderer, "R600")
1651 || strstr(gl_renderer, "RV670")
1652 || strstr(gl_renderer, "R680"))
1654 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1655 return CARD_ATI_RADEON_HD2900;
1658 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1659 if (strstr(gl_renderer, "RV630")
1660 || strstr(gl_renderer, "RV635"))
1662 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1663 return CARD_ATI_RADEON_HD2600;
1666 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1667 if (strstr(gl_renderer, "RV610")
1668 || strstr(gl_renderer, "RV620"))
1670 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1671 return CARD_ATI_RADEON_HD2300;
1674 /* Radeon R6xx/R7xx integrated */
1675 if (strstr(gl_renderer, "RS780")
1676 || strstr(gl_renderer, "RS880"))
1678 *vidmem = 128; /* 128MB */
1679 return CARD_ATI_RADEON_HD3200;
1683 if (strstr(gl_renderer, "RV530")
1684 || strstr(gl_renderer, "RV535")
1685 || strstr(gl_renderer, "RV560")
1686 || strstr(gl_renderer, "R520")
1687 || strstr(gl_renderer, "RV570")
1688 || strstr(gl_renderer, "R580"))
1690 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1691 return CARD_ATI_RADEON_X1600;
1694 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1695 if (strstr(gl_renderer, "R410")
1696 || strstr(gl_renderer, "R420")
1697 || strstr(gl_renderer, "R423")
1698 || strstr(gl_renderer, "R430")
1699 || strstr(gl_renderer, "R480")
1700 || strstr(gl_renderer, "R481")
1701 || strstr(gl_renderer, "RV410")
1702 || strstr(gl_renderer, "RV515")
1703 || strstr(gl_renderer, "RV516"))
1705 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1706 return CARD_ATI_RADEON_X700;
1709 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1710 if (strstr(gl_renderer, "RS400")
1711 || strstr(gl_renderer, "RS480")
1712 || strstr(gl_renderer, "RS482")
1713 || strstr(gl_renderer, "RS485")
1714 || strstr(gl_renderer, "RS600")
1715 || strstr(gl_renderer, "RS690")
1716 || strstr(gl_renderer, "RS740"))
1718 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1719 return CARD_ATI_RADEON_XPRESS_200M;
1723 if (strstr(gl_renderer, "R300")
1724 || strstr(gl_renderer, "RV350")
1725 || strstr(gl_renderer, "RV351")
1726 || strstr(gl_renderer, "RV360")
1727 || strstr(gl_renderer, "RV370")
1728 || strstr(gl_renderer, "R350")
1729 || strstr(gl_renderer, "R360"))
1731 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1732 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1736 if (WINE_D3D9_CAPABLE(gl_info))
1738 /* Radeon R7xx HD4800 - highend */
1739 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1740 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1741 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1743 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1744 return CARD_ATI_RADEON_HD4800;
1747 /* Radeon R740 HD4700 - midend */
1748 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1751 return CARD_ATI_RADEON_HD4700;
1754 /* Radeon R730 HD4600 - midend */
1755 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1758 return CARD_ATI_RADEON_HD4600;
1761 /* Radeon R710 HD4500/HD4350 - lowend */
1762 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1765 return CARD_ATI_RADEON_HD4350;
1768 /* Radeon R6xx HD2900/HD3800 - highend */
1769 if (strstr(gl_renderer, "(R600")
1770 || strstr(gl_renderer, "(RV670")
1771 || strstr(gl_renderer, "(R680"))
1773 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1774 return CARD_ATI_RADEON_HD2900;
1777 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1778 if (strstr(gl_renderer, "(RV630")
1779 || strstr(gl_renderer, "(RV635"))
1781 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1782 return CARD_ATI_RADEON_HD2600;
1785 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1786 if (strstr(gl_renderer, "(RV610")
1787 || strstr(gl_renderer, "(RV620"))
1789 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1790 return CARD_ATI_RADEON_HD2300;
1793 /* Radeon R6xx/R7xx integrated */
1794 if (strstr(gl_renderer, "(RS780")
1795 || strstr(gl_renderer, "(RS880"))
1797 *vidmem = 128; /* 128MB */
1798 return CARD_ATI_RADEON_HD3200;
1802 if (WINE_D3D8_CAPABLE(gl_info))
1804 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1805 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1808 if (WINE_D3D7_CAPABLE(gl_info))
1810 *vidmem = 32; /* There are models with up to 64MB */
1811 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1814 *vidmem = 16; /* There are 16-32MB models */
1815 return CARD_ATI_RAGE_128PRO;
1819 enum wined3d_pci_device (select_card_nvidia_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1820 unsigned int *vidmem )
1822 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1823 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1824 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1825 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1826 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1827 return CARD_NVIDIA_RIVA_128;
1830 enum wined3d_pci_device (select_card_intel_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1831 unsigned int *vidmem )
1833 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1834 return CARD_INTEL_I915G;
1838 struct vendor_card_selection
1840 enum wined3d_gl_vendor gl_vendor;
1841 enum wined3d_pci_vendor card_vendor;
1842 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1843 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1844 unsigned int *vidmem );
1847 static const struct vendor_card_selection vendor_card_select_table[] =
1849 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1850 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1851 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1852 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1853 {GL_VENDOR_ATI, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1854 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1855 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1856 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1860 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1861 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1863 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1864 * different GPUs with roughly the same features. In most cases GPUs from a
1865 * certain family differ in clockspeeds, the amount of video memory and the
1866 * number of shader pipelines.
1868 * A Direct3D device object contains the PCI id (vendor + device) of the
1869 * videocard which is used for rendering. Various applications use this
1870 * information to get a rough estimation of the features of the card and
1871 * some might use it for enabling 3d effects only on certain types of
1872 * videocards. In some cases games might even use it to work around bugs
1873 * which happen on certain videocards/driver combinations. The problem is
1874 * that OpenGL only exposes a rendering string containing the name of the
1875 * videocard and not the PCI id.
1877 * Various games depend on the PCI id, so somehow we need to provide one.
1878 * A simple option is to parse the renderer string and translate this to
1879 * the right PCI id. This is a lot of work because there are more than 200
1880 * GPUs just for Nvidia. Various cards share the same renderer string, so
1881 * the amount of code might be 'small' but there are quite a number of
1882 * exceptions which would make this a pain to maintain. Another way would
1883 * be to query the PCI id from the operating system (assuming this is the
1884 * videocard which is used for rendering which is not always the case).
1885 * This would work but it is not very portable. Second it would not work
1886 * well in, let's say, a remote X situation in which the amount of 3d
1887 * features which can be used is limited.
1889 * As said most games only use the PCI id to get an indication of the
1890 * capabilities of the card. It doesn't really matter if the given id is
1891 * the correct one if we return the id of a card with similar 3d features.
1893 * The code below checks the OpenGL capabilities of a videocard and matches
1894 * that to a certain level of Direct3D functionality. Once a card passes
1895 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1896 * least a GeforceFX. To give a better estimate we do a basic check on the
1897 * renderer string but if that won't pass we return a default card. This
1898 * way is better than maintaining a full card database as even without a
1899 * full database we can return a card with similar features. Second the
1900 * size of the database can be made quite small because when you know what
1901 * type of 3d functionality a card has, you know to which GPU family the
1902 * GPU must belong. Because of this you only have to check a small part of
1903 * the renderer string to distinguishes between different models from that
1906 * The code also selects a default amount of video memory which we will
1907 * use for an estimation of the amount of free texture memory. In case of
1908 * real D3D the amount of texture memory includes video memory and system
1909 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1910 * HyperMemory). We don't know how much system memory can be addressed by
1911 * the system but we can make a reasonable estimation about the amount of
1912 * video memory. If the value is slightly wrong it doesn't matter as we
1913 * didn't include AGP-like memory which makes the amount of addressable
1914 * memory higher and second OpenGL isn't that critical it moves to system
1915 * memory behind our backs if really needed. Note that the amount of video
1916 * memory can be overruled using a registry setting. */
1920 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1922 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1923 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1925 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1926 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1929 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1930 *gl_vendor, *card_vendor);
1932 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1933 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1934 * them a good generic choice. */
1935 *card_vendor = HW_VENDOR_NVIDIA;
1936 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1937 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1938 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1939 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1940 return CARD_NVIDIA_RIVA_128;
1943 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1945 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1946 int vs_selected_mode, ps_selected_mode;
1948 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1949 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1950 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1951 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1952 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1953 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1954 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1955 else return &ffp_fragment_pipeline;
1958 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1960 int vs_selected_mode, ps_selected_mode;
1962 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1963 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1964 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1965 return &none_shader_backend;
1968 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1970 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1971 int vs_selected_mode, ps_selected_mode;
1973 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1974 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1975 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1976 else return &ffp_blit;
1979 /* Context activation is done by the caller. */
1980 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1982 struct wined3d_driver_info *driver_info = &adapter->driver_info;
1983 struct wined3d_gl_info *gl_info = &adapter->gl_info;
1984 const char *GL_Extensions = NULL;
1985 const char *WGL_Extensions = NULL;
1986 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
1987 struct fragment_caps fragment_caps;
1988 enum wined3d_gl_vendor gl_vendor;
1989 enum wined3d_pci_vendor card_vendor;
1990 enum wined3d_pci_device device;
1992 GLfloat gl_floatv[2];
1995 unsigned int vidmem=0;
1999 TRACE_(d3d_caps)("(%p)\n", gl_info);
2003 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2004 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2005 if (!gl_renderer_str)
2008 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2012 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2013 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2017 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2021 /* Parse the GL_VERSION field into major and minor information */
2022 gl_version_str = (const char *)glGetString(GL_VERSION);
2023 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2024 if (!gl_version_str)
2027 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2030 gl_version = wined3d_parse_gl_version(gl_version_str);
2033 * Initialize openGL extension related variables
2034 * with Default values
2036 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2037 gl_info->limits.buffers = 1;
2038 gl_info->limits.textures = 1;
2039 gl_info->limits.fragment_samplers = 1;
2040 gl_info->limits.vertex_samplers = 0;
2041 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2042 gl_info->limits.sampler_stages = 1;
2043 gl_info->limits.glsl_vs_float_constants = 0;
2044 gl_info->limits.glsl_ps_float_constants = 0;
2045 gl_info->limits.arb_vs_float_constants = 0;
2046 gl_info->limits.arb_vs_native_constants = 0;
2047 gl_info->limits.arb_vs_instructions = 0;
2048 gl_info->limits.arb_vs_temps = 0;
2049 gl_info->limits.arb_ps_float_constants = 0;
2050 gl_info->limits.arb_ps_local_constants = 0;
2051 gl_info->limits.arb_ps_instructions = 0;
2052 gl_info->limits.arb_ps_temps = 0;
2054 /* Retrieve opengl defaults */
2055 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2056 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2057 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2059 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2060 gl_info->limits.lights = gl_max;
2061 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2063 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2064 gl_info->limits.texture_size = gl_max;
2065 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2067 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2068 gl_info->limits.pointsize_min = gl_floatv[0];
2069 gl_info->limits.pointsize_max = gl_floatv[1];
2070 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2072 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2073 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2077 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2083 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2085 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2087 while (*GL_Extensions)
2090 char current_ext[256];
2092 while (isspace(*GL_Extensions)) ++GL_Extensions;
2093 start = GL_Extensions;
2094 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2096 len = GL_Extensions - start;
2097 if (!len || len >= sizeof(current_ext)) continue;
2099 memcpy(current_ext, start, len);
2100 current_ext[len] = '\0';
2101 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2103 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2105 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2107 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2108 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2114 /* Now work out what GL support this card really has */
2115 #define USE_GL_FUNC(type, pfn, ext, replace) \
2117 DWORD ver = ver_for_ext(ext); \
2118 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2119 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2120 else gl_info->pfn = NULL; \
2125 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2131 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2132 * loading the functions, otherwise the code above will load the extension entry points instead of the
2133 * core functions, which may not work. */
2134 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2136 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2137 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2139 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2140 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2144 if (gl_info->supported[APPLE_FENCE])
2146 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2147 * The apple extension interacts with some other apple exts. Disable the NV
2148 * extension if the apple one is support to prevent confusion in other parts
2150 gl_info->supported[NV_FENCE] = FALSE;
2152 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2154 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2156 * The enums are the same:
2157 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2158 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2159 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2160 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2161 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2163 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2165 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2166 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2168 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2170 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2171 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2174 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2176 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2177 * functionality. Prefer the ARB extension */
2178 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2180 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2182 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2183 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2185 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2187 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2188 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2190 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2192 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2193 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2195 if (gl_info->supported[NV_TEXTURE_SHADER2])
2197 if (gl_info->supported[NV_REGISTER_COMBINERS])
2199 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2200 * are supported. The nv extensions provide the same functionality as the
2201 * ATI one, and a bit more(signed pixelformats). */
2202 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2206 if (gl_info->supported[NV_REGISTER_COMBINERS])
2208 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2209 gl_info->limits.general_combiners = gl_max;
2210 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2212 if (gl_info->supported[ARB_DRAW_BUFFERS])
2214 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2215 gl_info->limits.buffers = gl_max;
2216 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2218 if (gl_info->supported[ARB_MULTITEXTURE])
2220 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2221 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2222 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2224 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2227 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2228 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2232 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2234 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2236 if (gl_info->supported[ARB_VERTEX_SHADER])
2239 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2240 gl_info->limits.vertex_samplers = tmp;
2241 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2242 gl_info->limits.combined_samplers = tmp;
2244 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2245 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2246 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2247 * shader is used with fixed function vertex processing we're fine too because fixed function
2248 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2249 * used we have to make sure that all vertex sampler setups are valid together with all
2250 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2251 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2252 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2253 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2254 * a fixed function pipeline anymore.
2256 * So this is just a check to check that our assumption holds true. If not, write a warning
2257 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2258 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2259 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2261 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2262 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2263 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2264 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2265 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2267 gl_info->limits.vertex_samplers = 0;
2272 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2274 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2275 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2277 if (gl_info->supported[ARB_VERTEX_BLEND])
2279 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2280 gl_info->limits.blends = gl_max;
2281 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2283 if (gl_info->supported[EXT_TEXTURE3D])
2285 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2286 gl_info->limits.texture3d_size = gl_max;
2287 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2289 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2291 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2292 gl_info->limits.anisotropy = gl_max;
2293 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2295 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2297 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2298 gl_info->limits.arb_ps_float_constants = gl_max;
2299 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2300 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2301 gl_info->limits.arb_ps_native_constants = gl_max;
2302 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2303 gl_info->limits.arb_ps_native_constants);
2304 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2305 gl_info->limits.arb_ps_temps = gl_max;
2306 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2307 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2308 gl_info->limits.arb_ps_instructions = gl_max;
2309 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2310 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2311 gl_info->limits.arb_ps_local_constants = gl_max;
2312 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2314 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2316 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2317 gl_info->limits.arb_vs_float_constants = gl_max;
2318 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2319 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2320 gl_info->limits.arb_vs_native_constants = gl_max;
2321 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2322 gl_info->limits.arb_vs_native_constants);
2323 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2324 gl_info->limits.arb_vs_temps = gl_max;
2325 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2326 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2327 gl_info->limits.arb_vs_instructions = gl_max;
2328 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2330 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2332 if (gl_info->supported[ARB_VERTEX_SHADER])
2334 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2335 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2336 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2338 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2340 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2341 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2342 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2343 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2344 gl_info->limits.glsl_varyings = gl_max;
2345 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2347 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2349 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2350 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2352 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2354 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2358 gl_info->limits.shininess = 128.0f;
2360 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2362 /* If we have full NP2 texture support, disable
2363 * GL_ARB_texture_rectangle because we will never use it.
2364 * This saves a few redundant glDisable calls. */
2365 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2367 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2369 /* Disable NV_register_combiners and fragment shader if this is supported.
2370 * generally the NV extensions are preferred over the ATI ones, and this
2371 * extension is disabled if register_combiners and texture_shader2 are both
2372 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2373 * fragment processing support. */
2374 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2375 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2376 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2377 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2379 if (gl_info->supported[NV_HALF_FLOAT])
2381 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2382 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2384 if (gl_info->supported[ARB_POINT_SPRITE])
2386 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2390 gl_info->limits.point_sprite_units = 0;
2392 checkGLcall("extension detection");
2396 adapter->fragment_pipe = select_fragment_implementation(adapter);
2397 adapter->shader_backend = select_shader_backend(adapter);
2398 adapter->blitter = select_blit_implementation(adapter);
2400 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2401 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2402 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2404 /* In some cases the number of texture stages can be larger than the number
2405 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2406 * shaders), but 8 texture stages (register combiners). */
2407 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2409 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2411 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2412 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2413 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2414 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2415 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2416 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2417 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2418 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2419 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2420 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2421 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2422 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2423 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2424 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2425 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2426 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2427 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2428 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2429 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2433 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2435 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2436 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2437 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2438 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2439 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2440 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2441 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2442 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2443 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2444 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2445 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2446 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2447 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2448 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2449 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2450 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2451 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2453 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2455 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2456 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2458 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2460 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2462 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2464 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2468 /* MRTs are currently only supported when FBOs are used. */
2469 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2471 gl_info->limits.buffers = 1;
2474 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2475 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2476 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2478 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2479 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2481 /* If we have an estimate use it, else default to 64MB; */
2483 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2485 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2487 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2488 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2489 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2490 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2491 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2492 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2493 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2494 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2496 /* Make sure there's an active HDC else the WGL extensions will fail */
2497 hdc = pwglGetCurrentDC();
2499 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2500 if(GL_EXTCALL(wglGetExtensionsStringARB))
2501 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2503 if (NULL == WGL_Extensions) {
2504 ERR(" WGL_Extensions returns NULL\n");
2506 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2507 while (*WGL_Extensions != 0x00) {
2511 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2512 Start = WGL_Extensions;
2513 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2517 len = WGL_Extensions - Start;
2518 if (len == 0 || len >= sizeof(ThisExtn))
2521 memcpy(ThisExtn, Start, len);
2522 ThisExtn[len] = '\0';
2523 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2525 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2526 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2527 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2529 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2530 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2531 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2537 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2538 init_driver_info(driver_info, card_vendor, device);
2539 add_gl_compat_wrappers(gl_info);
2544 /**********************************************************
2545 * IWineD3D implementation follows
2546 **********************************************************/
2548 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2549 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2551 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2553 return This->adapter_count;
2556 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2558 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2563 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2564 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2566 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2568 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2572 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2575 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2576 of the same bpp but different resolutions */
2578 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2579 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2580 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2581 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2583 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2587 /* TODO: Store modes per adapter and read it from the adapter structure */
2588 if (Adapter == 0) { /* Display */
2589 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2590 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2595 memset(&mode, 0, sizeof(mode));
2596 mode.dmSize = sizeof(mode);
2598 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2602 if (Format == WINED3DFMT_UNKNOWN)
2604 /* This is for D3D8, do not enumerate P8 here */
2605 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2607 else if (mode.dmBitsPerPel == format_bits)
2613 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2616 FIXME_(d3d_caps)("Adapter not primary display\n");
2621 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2622 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2623 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2624 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2626 /* Validate the parameters as much as possible */
2627 if (NULL == pMode ||
2628 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2629 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2630 return WINED3DERR_INVALIDCALL;
2633 /* TODO: Store modes per adapter and read it from the adapter structure */
2636 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2637 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2643 ZeroMemory(&DevModeW, sizeof(DevModeW));
2644 DevModeW.dmSize = sizeof(DevModeW);
2646 /* If we are filtering to a specific format (D3D9), then need to skip
2647 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2648 just count through the ones with valid bit depths */
2649 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2651 if (Format == WINED3DFMT_UNKNOWN)
2653 /* This is for D3D8, do not enumerate P8 here */
2654 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2656 else if (DevModeW.dmBitsPerPel == format_bits)
2663 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2664 return WINED3DERR_INVALIDCALL;
2668 /* Now get the display mode via the calculated index */
2669 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2670 pMode->Width = DevModeW.dmPelsWidth;
2671 pMode->Height = DevModeW.dmPelsHeight;
2672 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2673 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2674 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2676 if (Format == WINED3DFMT_UNKNOWN) {
2677 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2679 pMode->Format = Format;
2682 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2683 return WINED3DERR_INVALIDCALL;
2686 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2687 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2688 DevModeW.dmBitsPerPel);
2693 FIXME_(d3d_caps)("Adapter not primary display\n");
2699 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2701 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2703 if (NULL == pMode ||
2704 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2705 return WINED3DERR_INVALIDCALL;
2708 if (Adapter == 0) { /* Display */
2712 ZeroMemory(&DevModeW, sizeof(DevModeW));
2713 DevModeW.dmSize = sizeof(DevModeW);
2715 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2716 pMode->Width = DevModeW.dmPelsWidth;
2717 pMode->Height = DevModeW.dmPelsHeight;
2718 bpp = DevModeW.dmBitsPerPel;
2719 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2720 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2722 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2725 pMode->Format = pixelformat_for_depth(bpp);
2727 FIXME_(d3d_caps)("Adapter not primary display\n");
2730 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2731 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2735 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2736 and fields being inserted in the middle, a new structure is used in place */
2737 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2738 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2739 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2740 struct wined3d_adapter *adapter;
2743 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2745 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2746 return WINED3DERR_INVALIDCALL;
2749 adapter = &This->adapters[Adapter];
2751 /* Return the information requested */
2752 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2754 if (pIdentifier->driver_size)
2756 const char *name = adapter->driver_info.name;
2757 len = min(strlen(name), pIdentifier->driver_size - 1);
2758 memcpy(pIdentifier->driver, name, len);
2759 pIdentifier->driver[len] = '\0';
2762 if (pIdentifier->description_size)
2764 const char *description = adapter->driver_info.description;
2765 len = min(strlen(description), pIdentifier->description_size - 1);
2766 memcpy(pIdentifier->description, description, len);
2767 pIdentifier->description[len] = '\0';
2770 /* Note that d3d8 doesn't supply a device name. */
2771 if (pIdentifier->device_name_size)
2773 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2775 len = strlen(device_name);
2776 if (len >= pIdentifier->device_name_size)
2778 ERR("Device name size too small.\n");
2779 return WINED3DERR_INVALIDCALL;
2782 memcpy(pIdentifier->device_name, device_name, len);
2783 pIdentifier->device_name[len] = '\0';
2786 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2787 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2788 pIdentifier->vendor_id = adapter->driver_info.vendor;
2789 pIdentifier->device_id = adapter->driver_info.device;
2790 pIdentifier->subsystem_id = 0;
2791 pIdentifier->revision = 0;
2792 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2793 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2794 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2795 pIdentifier->video_memory = adapter->TextureRam;
2800 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2801 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2803 short redSize, greenSize, blueSize, alphaSize, colorBits;
2808 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2809 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2811 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2815 if(cfg->redSize < redSize)
2818 if(cfg->greenSize < greenSize)
2821 if(cfg->blueSize < blueSize)
2824 if(cfg->alphaSize < alphaSize)
2828 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2829 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2830 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2831 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2832 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2833 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2834 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2835 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2836 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2837 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2838 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2839 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2840 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2842 /* Probably a color index mode */
2849 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2850 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2852 short depthSize, stencilSize;
2853 BOOL lockable = FALSE;
2858 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2860 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2864 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2867 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2868 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2869 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2870 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2873 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2874 * allow more stencil bits than requested. */
2875 if(cfg->stencilSize < stencilSize)
2881 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2882 WINED3DFORMAT AdapterFormat,
2883 WINED3DFORMAT RenderTargetFormat,
2884 WINED3DFORMAT DepthStencilFormat) {
2885 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2887 const WineD3D_PixelFormat *cfgs;
2888 const struct wined3d_adapter *adapter;
2889 const struct GlPixelFormatDesc *rt_format_desc;
2890 const struct GlPixelFormatDesc *ds_format_desc;
2893 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2895 DeviceType, debug_d3ddevicetype(DeviceType),
2896 AdapterFormat, debug_d3dformat(AdapterFormat),
2897 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2898 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2900 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2901 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2902 return WINED3DERR_INVALIDCALL;
2905 adapter = &This->adapters[Adapter];
2906 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2907 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2908 cfgs = adapter->cfgs;
2909 nCfgs = adapter->nCfgs;
2910 for (it = 0; it < nCfgs; ++it) {
2911 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2913 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2915 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2920 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2922 return WINED3DERR_NOTAVAILABLE;
2925 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2926 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2928 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2929 const struct GlPixelFormatDesc *glDesc;
2930 const struct wined3d_adapter *adapter;
2932 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2935 DeviceType, debug_d3ddevicetype(DeviceType),
2936 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2941 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2942 return WINED3DERR_INVALIDCALL;
2945 /* TODO: handle Windowed, add more quality levels */
2947 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2948 if(pQualityLevels) *pQualityLevels = 1;
2952 /* By default multisampling is disabled right now as it causes issues
2953 * on some Nvidia driver versions and it doesn't work well in combination
2955 if(!wined3d_settings.allow_multisampling)
2956 return WINED3DERR_NOTAVAILABLE;
2958 adapter = &This->adapters[Adapter];
2959 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2960 if (!glDesc) return WINED3DERR_INVALIDCALL;
2962 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2964 const WineD3D_PixelFormat *cfgs;
2966 cfgs = adapter->cfgs;
2967 nCfgs = adapter->nCfgs;
2968 for(i=0; i<nCfgs; i++) {
2969 if(cfgs[i].numSamples != MultiSampleType)
2972 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2975 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2978 *pQualityLevels = 1; /* Guess at a value! */
2982 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2983 short redSize, greenSize, blueSize, alphaSize, colorBits;
2985 const WineD3D_PixelFormat *cfgs;
2987 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2989 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2990 return WINED3DERR_NOTAVAILABLE;
2993 cfgs = adapter->cfgs;
2994 nCfgs = adapter->nCfgs;
2995 for(i=0; i<nCfgs; i++) {
2996 if(cfgs[i].numSamples != MultiSampleType)
2998 if(cfgs[i].redSize != redSize)
3000 if(cfgs[i].greenSize != greenSize)
3002 if(cfgs[i].blueSize != blueSize)
3004 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3005 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3007 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3010 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3013 *pQualityLevels = 1; /* Guess at a value! */
3017 return WINED3DERR_NOTAVAILABLE;
3020 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3021 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3023 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3026 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3027 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3028 debug_d3dformat(BackBufferFormat), Windowed);
3030 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3031 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3032 return WINED3DERR_INVALIDCALL;
3035 /* The task of this function is to check whether a certain display / backbuffer format
3036 * combination is available on the given adapter. In fullscreen mode microsoft specified
3037 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3038 * and display format should match exactly.
3039 * In windowed mode format conversion can occur and this depends on the driver. When format
3040 * conversion is done, this function should nevertheless fail and applications need to use
3041 * CheckDeviceFormatConversion.
3042 * At the moment we assume that fullscreen and windowed have the same capabilities */
3044 /* There are only 4 display formats */
3045 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3046 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3047 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3048 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3050 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3051 return WINED3DERR_NOTAVAILABLE;
3054 /* If the requested DisplayFormat is not available, don't continue */
3055 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3057 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3058 return WINED3DERR_NOTAVAILABLE;
3061 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3062 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3063 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3064 return WINED3DERR_NOTAVAILABLE;
3067 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3068 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3070 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3071 return WINED3DERR_NOTAVAILABLE;
3074 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3075 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3076 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3078 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3079 return WINED3DERR_NOTAVAILABLE;
3082 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3083 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3084 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3086 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3087 return WINED3DERR_NOTAVAILABLE;
3090 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3091 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3092 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3094 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3095 return WINED3DERR_NOTAVAILABLE;
3098 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3099 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3101 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3107 /* Check if we support bumpmapping for a format */
3108 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3109 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3111 switch(format_desc->format)
3113 case WINED3DFMT_R8G8_SNORM:
3114 case WINED3DFMT_R16G16_SNORM:
3115 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3116 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3117 case WINED3DFMT_R8G8B8A8_SNORM:
3118 /* Ask the fixed function pipeline implementation if it can deal
3119 * with the conversion. If we've got a GL extension giving native
3120 * support this will be an identity conversion. */
3121 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3123 TRACE_(d3d_caps)("[OK]\n");
3126 TRACE_(d3d_caps)("[FAILED]\n");
3130 TRACE_(d3d_caps)("[FAILED]\n");
3135 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3136 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3137 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
3141 /* Only allow depth/stencil formats */
3142 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3144 /* Walk through all WGL pixel formats to find a match */
3145 for (it = 0; it < adapter->nCfgs; ++it)
3147 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3148 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3150 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3160 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3162 /* The flags entry of a format contains the filtering capability */
3163 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3168 /* Check the render target capabilities of a format */
3169 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3170 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
3172 /* Filter out non-RT formats */
3173 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3175 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3176 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3178 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3179 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3181 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3182 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3184 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3185 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3186 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3187 TRACE_(d3d_caps)("[FAILED]\n");
3191 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3192 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3193 for (it = 0; it < adapter->nCfgs; ++it)
3195 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3196 &cfgs[it], check_format_desc))
3198 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3199 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3204 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3206 /* For now return TRUE for FBOs until we have some proper checks.
3207 * Note that this function will only be called when the format is around for texturing. */
3213 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3215 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3217 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3218 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3220 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3224 switch (format_desc->format)
3226 case WINED3DFMT_B8G8R8A8_UNORM:
3227 case WINED3DFMT_B8G8R8X8_UNORM:
3228 case WINED3DFMT_B4G4R4A4_UNORM:
3229 case WINED3DFMT_L8_UNORM:
3230 case WINED3DFMT_L8A8_UNORM:
3231 case WINED3DFMT_DXT1:
3232 case WINED3DFMT_DXT2:
3233 case WINED3DFMT_DXT3:
3234 case WINED3DFMT_DXT4:
3235 case WINED3DFMT_DXT5:
3236 TRACE_(d3d_caps)("[OK]\n");
3240 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3246 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3247 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3249 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3250 * doing the color fixup in shaders.
3251 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3252 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3254 int vs_selected_mode;
3255 int ps_selected_mode;
3256 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3258 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3259 TRACE_(d3d_caps)("[OK]\n");
3264 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3268 /* Check if a format support blending in combination with pixel shaders */
3269 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3270 const struct GlPixelFormatDesc *format_desc)
3272 /* The flags entry of a format contains the post pixel shader blending capability */
3273 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3278 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3280 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3281 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3282 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3283 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3284 * capability anyway.
3286 * For now lets report this on all formats, but in the future we may want to
3287 * restrict it to some should games need that
3292 /* Check if a texture format is supported on the given adapter */
3293 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3294 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3296 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3298 switch (format_desc->format)
3301 * supported: RGB(A) formats
3303 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3304 case WINED3DFMT_B8G8R8A8_UNORM:
3305 case WINED3DFMT_B8G8R8X8_UNORM:
3306 case WINED3DFMT_B5G6R5_UNORM:
3307 case WINED3DFMT_B5G5R5X1_UNORM:
3308 case WINED3DFMT_B5G5R5A1_UNORM:
3309 case WINED3DFMT_B4G4R4A4_UNORM:
3310 case WINED3DFMT_A8_UNORM:
3311 case WINED3DFMT_B4G4R4X4_UNORM:
3312 case WINED3DFMT_R8G8B8A8_UNORM:
3313 case WINED3DFMT_R8G8B8X8_UNORM:
3314 case WINED3DFMT_B10G10R10A2_UNORM:
3315 case WINED3DFMT_R10G10B10A2_UNORM:
3316 case WINED3DFMT_R16G16_UNORM:
3317 TRACE_(d3d_caps)("[OK]\n");
3320 case WINED3DFMT_B2G3R3_UNORM:
3321 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3325 * supported: Palettized
3327 case WINED3DFMT_P8_UINT:
3328 TRACE_(d3d_caps)("[OK]\n");
3330 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3331 case WINED3DFMT_P8_UINT_A8_UNORM:
3335 * Supported: (Alpha)-Luminance
3337 case WINED3DFMT_L8_UNORM:
3338 case WINED3DFMT_L8A8_UNORM:
3339 case WINED3DFMT_L16_UNORM:
3340 TRACE_(d3d_caps)("[OK]\n");
3343 /* Not supported on Windows, thus disabled */
3344 case WINED3DFMT_L4A4_UNORM:
3345 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3349 * Supported: Depth/Stencil formats
3351 case WINED3DFMT_D16_LOCKABLE:
3352 case WINED3DFMT_D16_UNORM:
3353 case WINED3DFMT_S1_UINT_D15_UNORM:
3354 case WINED3DFMT_X8D24_UNORM:
3355 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3356 case WINED3DFMT_D24_UNORM_S8_UINT:
3357 case WINED3DFMT_S8_UINT_D24_FLOAT:
3358 case WINED3DFMT_D32_UNORM:
3359 case WINED3DFMT_D32_FLOAT:
3363 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3364 * GL_NV_texture_shader). Emulated by shaders
3366 case WINED3DFMT_R8G8_SNORM:
3367 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3368 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3369 case WINED3DFMT_R8G8B8A8_SNORM:
3370 case WINED3DFMT_R16G16_SNORM:
3371 /* Ask the shader backend if it can deal with the conversion. If
3372 * we've got a GL extension giving native support this will be an
3373 * identity conversion. */
3374 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3376 TRACE_(d3d_caps)("[OK]\n");
3379 TRACE_(d3d_caps)("[FAILED]\n");
3382 case WINED3DFMT_DXT1:
3383 case WINED3DFMT_DXT2:
3384 case WINED3DFMT_DXT3:
3385 case WINED3DFMT_DXT4:
3386 case WINED3DFMT_DXT5:
3387 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3389 TRACE_(d3d_caps)("[OK]\n");
3392 TRACE_(d3d_caps)("[FAILED]\n");
3397 * Odd formats - not supported
3399 case WINED3DFMT_VERTEXDATA:
3400 case WINED3DFMT_R16_UINT:
3401 case WINED3DFMT_R32_UINT:
3402 case WINED3DFMT_R16G16B16A16_SNORM:
3403 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3404 case WINED3DFMT_R10G11B11_SNORM:
3405 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3409 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3411 case WINED3DFMT_R8G8_SNORM_Cx:
3412 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3416 case WINED3DFMT_UYVY:
3417 case WINED3DFMT_YUY2:
3418 if (gl_info->supported[APPLE_YCBCR_422])
3420 TRACE_(d3d_caps)("[OK]\n");
3423 TRACE_(d3d_caps)("[FAILED]\n");
3425 case WINED3DFMT_YV12:
3426 TRACE_(d3d_caps)("[FAILED]\n");
3430 case WINED3DFMT_R16G16B16A16_UNORM:
3431 case WINED3DFMT_B2G3R3A8_UNORM:
3432 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3435 /* Floating point formats */
3436 case WINED3DFMT_R16_FLOAT:
3437 case WINED3DFMT_R16G16_FLOAT:
3438 case WINED3DFMT_R16G16B16A16_FLOAT:
3439 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3441 TRACE_(d3d_caps)("[OK]\n");
3444 TRACE_(d3d_caps)("[FAILED]\n");
3447 case WINED3DFMT_R32_FLOAT:
3448 case WINED3DFMT_R32G32_FLOAT:
3449 case WINED3DFMT_R32G32B32A32_FLOAT:
3450 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3452 TRACE_(d3d_caps)("[OK]\n");
3455 TRACE_(d3d_caps)("[FAILED]\n");
3458 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3459 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3460 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3461 * We can do instancing with all shader versions, but we need vertex shaders.
3463 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3464 * to enable instancing. WineD3D doesn't need that and just ignores it.
3466 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3468 case WINED3DFMT_INST:
3469 TRACE("ATI Instancing check hack\n");
3470 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3472 TRACE_(d3d_caps)("[OK]\n");
3475 TRACE_(d3d_caps)("[FAILED]\n");
3478 /* Some weird FOURCC formats */
3479 case WINED3DFMT_R8G8_B8G8:
3480 case WINED3DFMT_G8R8_G8B8:
3481 case WINED3DFMT_MULTI2_ARGB8:
3482 TRACE_(d3d_caps)("[FAILED]\n");
3485 /* Vendor specific formats */
3486 case WINED3DFMT_ATI2N:
3487 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3488 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3490 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3491 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3493 TRACE_(d3d_caps)("[OK]\n");
3497 TRACE_(d3d_caps)("[OK]\n");
3500 TRACE_(d3d_caps)("[FAILED]\n");
3503 case WINED3DFMT_NVHU:
3504 case WINED3DFMT_NVHS:
3505 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3506 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3507 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3508 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3509 * Applications have to deal with not having NVHS and NVHU.
3511 TRACE_(d3d_caps)("[FAILED]\n");
3514 case WINED3DFMT_UNKNOWN:
3518 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3524 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3525 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3527 if(SurfaceType == SURFACE_GDI) {
3528 switch(check_format_desc->format)
3530 case WINED3DFMT_B8G8R8_UNORM:
3531 case WINED3DFMT_B8G8R8A8_UNORM:
3532 case WINED3DFMT_B8G8R8X8_UNORM:
3533 case WINED3DFMT_B5G6R5_UNORM:
3534 case WINED3DFMT_B5G5R5X1_UNORM:
3535 case WINED3DFMT_B5G5R5A1_UNORM:
3536 case WINED3DFMT_B4G4R4A4_UNORM:
3537 case WINED3DFMT_B2G3R3_UNORM:
3538 case WINED3DFMT_A8_UNORM:
3539 case WINED3DFMT_B2G3R3A8_UNORM:
3540 case WINED3DFMT_B4G4R4X4_UNORM:
3541 case WINED3DFMT_R10G10B10A2_UNORM:
3542 case WINED3DFMT_R8G8B8A8_UNORM:
3543 case WINED3DFMT_R8G8B8X8_UNORM:
3544 case WINED3DFMT_R16G16_UNORM:
3545 case WINED3DFMT_B10G10R10A2_UNORM:
3546 case WINED3DFMT_R16G16B16A16_UNORM:
3547 case WINED3DFMT_P8_UINT:
3548 TRACE_(d3d_caps)("[OK]\n");
3551 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3556 /* All format that are supported for textures are supported for surfaces as well */
3557 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3558 /* All depth stencil formats are supported on surfaces */
3559 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3561 /* If opengl can't process the format natively, the blitter may be able to convert it */
3562 if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3564 TRACE_(d3d_caps)("[OK]\n");
3568 /* Reject other formats */
3569 TRACE_(d3d_caps)("[FAILED]\n");
3573 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3575 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3577 if (!gl_info->limits.vertex_samplers)
3579 TRACE_(d3d_caps)("[FAILED]\n");
3583 switch (format_desc->format)
3585 case WINED3DFMT_R32G32B32A32_FLOAT:
3586 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3588 TRACE_(d3d_caps)("[FAILED]\n");
3591 TRACE_(d3d_caps)("[OK]\n");
3595 TRACE_(d3d_caps)("[FAILED]\n");
3601 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3602 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3603 WINED3DSURFTYPE SurfaceType)
3605 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3606 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3607 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3608 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3609 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3610 DWORD UsageCaps = 0;
3612 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3615 DeviceType, debug_d3ddevicetype(DeviceType),
3616 AdapterFormat, debug_d3dformat(AdapterFormat),
3617 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3618 RType, debug_d3dresourcetype(RType),
3619 CheckFormat, debug_d3dformat(CheckFormat));
3621 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3622 return WINED3DERR_INVALIDCALL;
3625 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3627 if(SurfaceType != SURFACE_OPENGL) {
3628 TRACE("[FAILED]\n");
3629 return WINED3DERR_NOTAVAILABLE;
3632 /* Cubetexture allows:
3633 * - D3DUSAGE_AUTOGENMIPMAP
3634 * - D3DUSAGE_DEPTHSTENCIL
3635 * - D3DUSAGE_DYNAMIC
3636 * - D3DUSAGE_NONSECURE (d3d9ex)
3637 * - D3DUSAGE_RENDERTARGET
3638 * - D3DUSAGE_SOFTWAREPROCESSING
3639 * - D3DUSAGE_QUERY_WRAPANDMIP
3641 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3643 /* Check if the texture format is around */
3644 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3646 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3647 /* Check for automatic mipmap generation support */
3648 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3650 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3652 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3653 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3657 /* Always report dynamic locking */
3658 if(Usage & WINED3DUSAGE_DYNAMIC)
3659 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3661 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3662 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3664 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3666 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3667 return WINED3DERR_NOTAVAILABLE;
3671 /* Always report software processing */
3672 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3673 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3675 /* Check QUERY_FILTER support */
3676 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3677 if (CheckFilterCapability(adapter, format_desc))
3679 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3681 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3682 return WINED3DERR_NOTAVAILABLE;
3686 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3687 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3688 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3690 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3692 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3693 return WINED3DERR_NOTAVAILABLE;
3697 /* Check QUERY_SRGBREAD support */
3698 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3699 if (CheckSrgbReadCapability(adapter, format_desc))
3701 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3703 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3704 return WINED3DERR_NOTAVAILABLE;
3708 /* Check QUERY_SRGBWRITE support */
3709 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3710 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3712 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3714 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3715 return WINED3DERR_NOTAVAILABLE;
3719 /* Check QUERY_VERTEXTEXTURE support */
3720 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3721 if (CheckVertexTextureCapability(adapter, format_desc))
3723 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3725 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3726 return WINED3DERR_NOTAVAILABLE;
3730 /* Check QUERY_WRAPANDMIP support */
3731 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3732 if (CheckWrapAndMipCapability(adapter, format_desc))
3734 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3736 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3737 return WINED3DERR_NOTAVAILABLE;
3741 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3742 return WINED3DERR_NOTAVAILABLE;
3745 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3746 return WINED3DERR_NOTAVAILABLE;
3748 } else if(RType == WINED3DRTYPE_SURFACE) {
3750 * - D3DUSAGE_DEPTHSTENCIL
3751 * - D3DUSAGE_NONSECURE (d3d9ex)
3752 * - D3DUSAGE_RENDERTARGET
3755 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3757 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3758 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3760 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3762 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3763 return WINED3DERR_NOTAVAILABLE;
3767 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3768 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3770 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3772 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3773 return WINED3DERR_NOTAVAILABLE;
3777 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3778 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3779 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3781 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3783 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3784 return WINED3DERR_NOTAVAILABLE;
3788 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3789 return WINED3DERR_NOTAVAILABLE;
3792 } else if(RType == WINED3DRTYPE_TEXTURE) {
3794 * - D3DUSAGE_AUTOGENMIPMAP
3795 * - D3DUSAGE_DEPTHSTENCIL
3797 * - D3DUSAGE_DYNAMIC
3798 * - D3DUSAGE_NONSECURE (d3d9ex)
3799 * - D3DUSAGE_RENDERTARGET
3800 * - D3DUSAGE_SOFTWAREPROCESSING
3801 * - D3DUSAGE_TEXTAPI (d3d9ex)
3802 * - D3DUSAGE_QUERY_WRAPANDMIP
3805 if(SurfaceType != SURFACE_OPENGL) {
3806 TRACE("[FAILED]\n");
3807 return WINED3DERR_NOTAVAILABLE;
3810 /* Check if the texture format is around */
3811 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3813 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3814 /* Check for automatic mipmap generation support */
3815 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3817 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3819 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3820 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3824 /* Always report dynamic locking */
3825 if(Usage & WINED3DUSAGE_DYNAMIC)
3826 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3828 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3829 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3831 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3833 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3838 /* Always report software processing */
3839 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3840 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3842 /* Check QUERY_FILTER support */
3843 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3844 if (CheckFilterCapability(adapter, format_desc))
3846 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3848 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3849 return WINED3DERR_NOTAVAILABLE;
3853 /* Check QUERY_LEGACYBUMPMAP support */
3854 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3855 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3857 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3859 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3860 return WINED3DERR_NOTAVAILABLE;
3864 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3865 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3866 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3868 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3870 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3871 return WINED3DERR_NOTAVAILABLE;
3875 /* Check QUERY_SRGBREAD support */
3876 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3877 if (CheckSrgbReadCapability(adapter, format_desc))
3879 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3881 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3882 return WINED3DERR_NOTAVAILABLE;
3886 /* Check QUERY_SRGBWRITE support */
3887 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3888 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3890 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3892 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3893 return WINED3DERR_NOTAVAILABLE;
3897 /* Check QUERY_VERTEXTEXTURE support */
3898 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3899 if (CheckVertexTextureCapability(adapter, format_desc))
3901 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3903 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3904 return WINED3DERR_NOTAVAILABLE;
3908 /* Check QUERY_WRAPANDMIP support */
3909 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3910 if (CheckWrapAndMipCapability(adapter, format_desc))
3912 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3914 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3915 return WINED3DERR_NOTAVAILABLE;
3919 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3920 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3922 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3924 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3925 return WINED3DERR_NOTAVAILABLE;
3929 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3930 return WINED3DERR_NOTAVAILABLE;
3932 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3933 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3934 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3936 * Volumetexture allows:
3937 * - D3DUSAGE_DYNAMIC
3938 * - D3DUSAGE_NONSECURE (d3d9ex)
3939 * - D3DUSAGE_SOFTWAREPROCESSING
3940 * - D3DUSAGE_QUERY_WRAPANDMIP
3943 if(SurfaceType != SURFACE_OPENGL) {
3944 TRACE("[FAILED]\n");
3945 return WINED3DERR_NOTAVAILABLE;
3948 /* Check volume texture and volume usage caps */
3949 if (gl_info->supported[EXT_TEXTURE3D])
3951 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3953 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3954 return WINED3DERR_NOTAVAILABLE;
3957 /* Always report dynamic locking */
3958 if(Usage & WINED3DUSAGE_DYNAMIC)
3959 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3961 /* Always report software processing */
3962 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3963 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3965 /* Check QUERY_FILTER support */
3966 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3967 if (CheckFilterCapability(adapter, format_desc))
3969 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3971 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3972 return WINED3DERR_NOTAVAILABLE;
3976 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3977 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3978 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3980 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3982 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3987 /* Check QUERY_SRGBREAD support */
3988 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3989 if (CheckSrgbReadCapability(adapter, format_desc))
3991 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3993 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3994 return WINED3DERR_NOTAVAILABLE;
3998 /* Check QUERY_SRGBWRITE support */
3999 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4000 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4002 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4004 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4005 return WINED3DERR_NOTAVAILABLE;
4009 /* Check QUERY_VERTEXTEXTURE support */
4010 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4011 if (CheckVertexTextureCapability(adapter, format_desc))
4013 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4015 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4016 return WINED3DERR_NOTAVAILABLE;
4020 /* Check QUERY_WRAPANDMIP support */
4021 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4022 if (CheckWrapAndMipCapability(adapter, format_desc))
4024 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4026 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4027 return WINED3DERR_NOTAVAILABLE;
4031 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4032 return WINED3DERR_NOTAVAILABLE;
4035 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4036 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4037 * app needing one of those formats, don't advertize them to avoid leading apps into
4038 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4041 switch(CheckFormat) {
4042 case WINED3DFMT_P8_UINT:
4043 case WINED3DFMT_L4A4_UNORM:
4044 case WINED3DFMT_R32_FLOAT:
4045 case WINED3DFMT_R16_FLOAT:
4046 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4047 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4048 case WINED3DFMT_R16G16_UNORM:
4049 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4050 return WINED3DERR_NOTAVAILABLE;
4052 case WINED3DFMT_R8G8B8A8_SNORM:
4053 case WINED3DFMT_R16G16_SNORM:
4054 if (!gl_info->supported[NV_TEXTURE_SHADER])
4056 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4057 return WINED3DERR_NOTAVAILABLE;
4061 case WINED3DFMT_R8G8_SNORM:
4062 if (!gl_info->supported[NV_TEXTURE_SHADER])
4064 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4065 return WINED3DERR_NOTAVAILABLE;
4069 case WINED3DFMT_DXT1:
4070 case WINED3DFMT_DXT2:
4071 case WINED3DFMT_DXT3:
4072 case WINED3DFMT_DXT4:
4073 case WINED3DFMT_DXT5:
4074 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4075 * compressed texture results in an error. While the D3D refrast does
4076 * support s3tc volumes, at least the nvidia windows driver does not, so
4077 * we're free not to support this format.
4079 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4080 return WINED3DERR_NOTAVAILABLE;
4083 /* Do nothing, continue with checking the format below */
4086 } else if(RType == WINED3DRTYPE_BUFFER){
4087 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4088 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4089 return WINED3DERR_NOTAVAILABLE;
4092 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4093 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4094 * usage flags match. */
4095 if(UsageCaps == Usage) {
4097 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4098 return WINED3DOK_NOAUTOGEN;
4100 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4101 return WINED3DERR_NOTAVAILABLE;
4105 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4106 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4108 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4109 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4110 debug_d3dformat(dst_format));
4115 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4116 subset of a D3DCAPS9 structure. However, it has to come via a void *
4117 as the d3d8 interface cannot import the d3d9 header */
4118 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4120 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4121 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4122 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4123 int vs_selected_mode;
4124 int ps_selected_mode;
4125 struct shader_caps shader_caps;
4126 struct fragment_caps fragment_caps;
4127 DWORD ckey_caps, blit_caps, fx_caps;
4129 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4131 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4132 return WINED3DERR_INVALIDCALL;
4135 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4137 /* ------------------------------------------------
4138 The following fields apply to both d3d8 and d3d9
4139 ------------------------------------------------ */
4140 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4141 pCaps->AdapterOrdinal = Adapter;
4144 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4145 WINED3DCAPS2_FULLSCREENGAMMA |
4146 WINED3DCAPS2_DYNAMICTEXTURES;
4147 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4149 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4152 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4153 WINED3DCAPS3_COPY_TO_VIDMEM |
4154 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4156 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4157 WINED3DPRESENT_INTERVAL_ONE;
4159 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4160 WINED3DCURSORCAPS_LOWRES;
4162 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4163 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4164 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4165 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4166 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4167 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4168 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4169 WINED3DDEVCAPS_PUREDEVICE |
4170 WINED3DDEVCAPS_HWRASTERIZATION |
4171 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4172 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4173 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4174 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4175 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4176 WINED3DDEVCAPS_RTPATCHES;
4178 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4179 WINED3DPMISCCAPS_CULLCCW |
4180 WINED3DPMISCCAPS_CULLCW |
4181 WINED3DPMISCCAPS_COLORWRITEENABLE |
4182 WINED3DPMISCCAPS_CLIPTLVERTS |
4183 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4184 WINED3DPMISCCAPS_MASKZ |
4185 WINED3DPMISCCAPS_BLENDOP |
4186 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4188 WINED3DPMISCCAPS_NULLREFERENCE
4189 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
4190 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4191 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4192 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4194 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4195 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4197 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4198 WINED3DPRASTERCAPS_PAT |
4199 WINED3DPRASTERCAPS_WFOG |
4200 WINED3DPRASTERCAPS_ZFOG |
4201 WINED3DPRASTERCAPS_FOGVERTEX |
4202 WINED3DPRASTERCAPS_FOGTABLE |
4203 WINED3DPRASTERCAPS_STIPPLE |
4204 WINED3DPRASTERCAPS_SUBPIXEL |
4205 WINED3DPRASTERCAPS_ZTEST |
4206 WINED3DPRASTERCAPS_SCISSORTEST |
4207 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4208 WINED3DPRASTERCAPS_DEPTHBIAS;
4210 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4212 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4213 WINED3DPRASTERCAPS_ZBIAS |
4214 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4216 if (gl_info->supported[NV_FOG_DISTANCE])
4218 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4221 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4222 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4223 WINED3DPRASTERCAPS_ANTIALIASEDGES
4224 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4225 WINED3DPRASTERCAPS_WBUFFER */
4227 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4228 WINED3DPCMPCAPS_EQUAL |
4229 WINED3DPCMPCAPS_GREATER |
4230 WINED3DPCMPCAPS_GREATEREQUAL |
4231 WINED3DPCMPCAPS_LESS |
4232 WINED3DPCMPCAPS_LESSEQUAL |
4233 WINED3DPCMPCAPS_NEVER |
4234 WINED3DPCMPCAPS_NOTEQUAL;
4236 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4237 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4238 WINED3DPBLENDCAPS_DESTALPHA |
4239 WINED3DPBLENDCAPS_DESTCOLOR |
4240 WINED3DPBLENDCAPS_INVDESTALPHA |
4241 WINED3DPBLENDCAPS_INVDESTCOLOR |
4242 WINED3DPBLENDCAPS_INVSRCALPHA |
4243 WINED3DPBLENDCAPS_INVSRCCOLOR |
4244 WINED3DPBLENDCAPS_ONE |
4245 WINED3DPBLENDCAPS_SRCALPHA |
4246 WINED3DPBLENDCAPS_SRCALPHASAT |
4247 WINED3DPBLENDCAPS_SRCCOLOR |
4248 WINED3DPBLENDCAPS_ZERO;
4250 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4251 WINED3DPBLENDCAPS_DESTCOLOR |
4252 WINED3DPBLENDCAPS_INVDESTALPHA |
4253 WINED3DPBLENDCAPS_INVDESTCOLOR |
4254 WINED3DPBLENDCAPS_INVSRCALPHA |
4255 WINED3DPBLENDCAPS_INVSRCCOLOR |
4256 WINED3DPBLENDCAPS_ONE |
4257 WINED3DPBLENDCAPS_SRCALPHA |
4258 WINED3DPBLENDCAPS_SRCCOLOR |
4259 WINED3DPBLENDCAPS_ZERO;
4260 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4261 * according to the glBlendFunc manpage
4263 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4264 * legacy settings for srcblend only
4267 if (gl_info->supported[EXT_BLEND_COLOR])
4269 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4270 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4274 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4275 WINED3DPCMPCAPS_EQUAL |
4276 WINED3DPCMPCAPS_GREATER |
4277 WINED3DPCMPCAPS_GREATEREQUAL |
4278 WINED3DPCMPCAPS_LESS |
4279 WINED3DPCMPCAPS_LESSEQUAL |
4280 WINED3DPCMPCAPS_NEVER |
4281 WINED3DPCMPCAPS_NOTEQUAL;
4283 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4284 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4285 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4286 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4287 WINED3DPSHADECAPS_COLORFLATRGB |
4288 WINED3DPSHADECAPS_FOGFLAT |
4289 WINED3DPSHADECAPS_FOGGOURAUD |
4290 WINED3DPSHADECAPS_SPECULARFLATRGB;
4292 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4293 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4294 WINED3DPTEXTURECAPS_TRANSPARENCY |
4295 WINED3DPTEXTURECAPS_BORDER |
4296 WINED3DPTEXTURECAPS_MIPMAP |
4297 WINED3DPTEXTURECAPS_PROJECTED |
4298 WINED3DPTEXTURECAPS_PERSPECTIVE;
4300 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4302 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4303 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4306 if (gl_info->supported[EXT_TEXTURE3D])
4308 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4309 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4310 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4313 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4315 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4316 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4317 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4321 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4322 WINED3DPTFILTERCAPS_MAGFPOINT |
4323 WINED3DPTFILTERCAPS_MINFLINEAR |
4324 WINED3DPTFILTERCAPS_MINFPOINT |
4325 WINED3DPTFILTERCAPS_MIPFLINEAR |
4326 WINED3DPTFILTERCAPS_MIPFPOINT |
4327 WINED3DPTFILTERCAPS_LINEAR |
4328 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4329 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4330 WINED3DPTFILTERCAPS_MIPLINEAR |
4331 WINED3DPTFILTERCAPS_MIPNEAREST |
4332 WINED3DPTFILTERCAPS_NEAREST;
4334 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4336 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4337 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4340 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4342 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4343 WINED3DPTFILTERCAPS_MAGFPOINT |
4344 WINED3DPTFILTERCAPS_MINFLINEAR |
4345 WINED3DPTFILTERCAPS_MINFPOINT |
4346 WINED3DPTFILTERCAPS_MIPFLINEAR |
4347 WINED3DPTFILTERCAPS_MIPFPOINT |
4348 WINED3DPTFILTERCAPS_LINEAR |
4349 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4350 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4351 WINED3DPTFILTERCAPS_MIPLINEAR |
4352 WINED3DPTFILTERCAPS_MIPNEAREST |
4353 WINED3DPTFILTERCAPS_NEAREST;
4355 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4357 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4358 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4361 pCaps->CubeTextureFilterCaps = 0;
4363 if (gl_info->supported[EXT_TEXTURE3D])
4365 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4366 WINED3DPTFILTERCAPS_MAGFPOINT |
4367 WINED3DPTFILTERCAPS_MINFLINEAR |
4368 WINED3DPTFILTERCAPS_MINFPOINT |
4369 WINED3DPTFILTERCAPS_MIPFLINEAR |
4370 WINED3DPTFILTERCAPS_MIPFPOINT |
4371 WINED3DPTFILTERCAPS_LINEAR |
4372 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4373 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4374 WINED3DPTFILTERCAPS_MIPLINEAR |
4375 WINED3DPTFILTERCAPS_MIPNEAREST |
4376 WINED3DPTFILTERCAPS_NEAREST;
4378 pCaps->VolumeTextureFilterCaps = 0;
4380 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4381 WINED3DPTADDRESSCAPS_CLAMP |
4382 WINED3DPTADDRESSCAPS_WRAP;
4384 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4386 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4388 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4390 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4392 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4394 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4397 if (gl_info->supported[EXT_TEXTURE3D])
4399 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4400 WINED3DPTADDRESSCAPS_CLAMP |
4401 WINED3DPTADDRESSCAPS_WRAP;
4402 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4404 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4406 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4408 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4410 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4412 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4415 pCaps->VolumeTextureAddressCaps = 0;
4417 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4418 WINED3DLINECAPS_ZTEST |
4419 WINED3DLINECAPS_BLEND |
4420 WINED3DLINECAPS_ALPHACMP |
4421 WINED3DLINECAPS_FOG;
4422 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4423 * idea how generating the smoothing alpha values works; the result is different
4426 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4427 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4429 if (gl_info->supported[EXT_TEXTURE3D])
4430 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4432 pCaps->MaxVolumeExtent = 0;
4434 pCaps->MaxTextureRepeat = 32768;
4435 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4436 pCaps->MaxVertexW = 1.0f;
4438 pCaps->GuardBandLeft = 0.0f;
4439 pCaps->GuardBandTop = 0.0f;
4440 pCaps->GuardBandRight = 0.0f;
4441 pCaps->GuardBandBottom = 0.0f;
4443 pCaps->ExtentsAdjust = 0.0f;
4445 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4446 WINED3DSTENCILCAPS_INCRSAT |
4447 WINED3DSTENCILCAPS_INVERT |
4448 WINED3DSTENCILCAPS_KEEP |
4449 WINED3DSTENCILCAPS_REPLACE |
4450 WINED3DSTENCILCAPS_ZERO;
4451 if (gl_info->supported[EXT_STENCIL_WRAP])
4453 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4454 WINED3DSTENCILCAPS_INCR;
4456 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4458 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4461 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4463 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4464 pCaps->MaxActiveLights = gl_info->limits.lights;
4466 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4467 pCaps->MaxVertexBlendMatrixIndex = 0;
4469 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4470 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4473 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4474 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4475 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4476 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4477 WINED3DVTXPCAPS_LOCALVIEWER |
4478 WINED3DVTXPCAPS_VERTEXFOG |
4479 WINED3DVTXPCAPS_TEXGEN;
4481 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4482 pCaps->MaxVertexIndex = 0xFFFFF;
4483 pCaps->MaxStreams = MAX_STREAMS;
4484 pCaps->MaxStreamStride = 1024;
4486 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4487 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4488 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4489 pCaps->MaxNpatchTessellationLevel = 0;
4490 pCaps->MasterAdapterOrdinal = 0;
4491 pCaps->AdapterOrdinalInGroup = 0;
4492 pCaps->NumberOfAdaptersInGroup = 1;
4494 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4496 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4497 WINED3DPTFILTERCAPS_MAGFPOINT |
4498 WINED3DPTFILTERCAPS_MINFLINEAR |
4499 WINED3DPTFILTERCAPS_MAGFLINEAR;
4500 pCaps->VertexTextureFilterCaps = 0;
4502 memset(&shader_caps, 0, sizeof(shader_caps));
4503 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4505 memset(&fragment_caps, 0, sizeof(fragment_caps));
4506 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4508 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4509 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4511 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4512 * Ignore shader model capabilities if disabled in config
4514 if(vs_selected_mode == SHADER_NONE) {
4515 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4516 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4517 pCaps->MaxVertexShaderConst = 0;
4519 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4520 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4523 if(ps_selected_mode == SHADER_NONE) {
4524 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4525 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4526 pCaps->PixelShader1xMaxValue = 0.0f;
4528 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4529 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4532 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4533 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4534 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4536 pCaps->VS20Caps = shader_caps.VS20Caps;
4537 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4538 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4539 pCaps->PS20Caps = shader_caps.PS20Caps;
4540 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4541 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4543 /* The following caps are shader specific, but they are things we cannot detect, or which
4544 * are the same among all shader models. So to avoid code duplication set the shader version
4545 * specific, but otherwise constant caps here
4547 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4548 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4549 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4550 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4551 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4552 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4553 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4555 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4556 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4558 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4560 pCaps->VS20Caps.Caps = 0;
4561 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4562 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4563 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4565 pCaps->MaxVShaderInstructionsExecuted = 65535;
4566 pCaps->MaxVertexShader30InstructionSlots = 0;
4567 } else { /* VS 1.x */
4568 pCaps->VS20Caps.Caps = 0;
4569 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4570 pCaps->VS20Caps.NumTemps = 0;
4571 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4573 pCaps->MaxVShaderInstructionsExecuted = 0;
4574 pCaps->MaxVertexShader30InstructionSlots = 0;
4577 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4578 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4579 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4581 /* 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 */
4582 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4583 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4584 WINED3DPS20CAPS_PREDICATION |
4585 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4586 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4587 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4588 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4589 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4590 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4592 pCaps->MaxPShaderInstructionsExecuted = 65535;
4593 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4594 adapter->gl_info.limits.arb_ps_instructions);
4596 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4598 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4599 pCaps->PS20Caps.Caps = 0;
4600 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4601 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4602 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4603 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4605 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4606 pCaps->MaxPixelShader30InstructionSlots = 0;
4607 } else { /* PS 1.x */
4608 pCaps->PS20Caps.Caps = 0;
4609 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4610 pCaps->PS20Caps.NumTemps = 0;
4611 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4612 pCaps->PS20Caps.NumInstructionSlots = 0;
4614 pCaps->MaxPShaderInstructionsExecuted = 0;
4615 pCaps->MaxPixelShader30InstructionSlots = 0;
4618 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4619 /* OpenGL supports all the formats below, perhaps not always
4620 * without conversion, but it supports them.
4621 * Further GLSL doesn't seem to have an official unsigned type so
4622 * don't advertise it yet as I'm not sure how we handle it.
4623 * We might need to add some clamping in the shader engine to
4625 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4626 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4627 WINED3DDTCAPS_UBYTE4N |
4628 WINED3DDTCAPS_SHORT2N |
4629 WINED3DDTCAPS_SHORT4N;
4630 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4632 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4633 WINED3DDTCAPS_FLOAT16_4;
4636 pCaps->DeclTypes = 0;
4638 /* Set DirectDraw helper Caps */
4639 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4640 WINEDDCKEYCAPS_SRCBLT;
4641 fx_caps = WINEDDFXCAPS_BLTALPHA |
4642 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4643 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4644 WINEDDFXCAPS_BLTROTATION90 |
4645 WINEDDFXCAPS_BLTSHRINKX |
4646 WINEDDFXCAPS_BLTSHRINKXN |
4647 WINEDDFXCAPS_BLTSHRINKY |
4648 WINEDDFXCAPS_BLTSHRINKXN |
4649 WINEDDFXCAPS_BLTSTRETCHX |
4650 WINEDDFXCAPS_BLTSTRETCHXN |
4651 WINEDDFXCAPS_BLTSTRETCHY |
4652 WINEDDFXCAPS_BLTSTRETCHYN;
4653 blit_caps = WINEDDCAPS_BLT |
4654 WINEDDCAPS_BLTCOLORFILL |
4655 WINEDDCAPS_BLTDEPTHFILL |
4656 WINEDDCAPS_BLTSTRETCH |
4657 WINEDDCAPS_CANBLTSYSMEM |
4658 WINEDDCAPS_CANCLIP |
4659 WINEDDCAPS_CANCLIPSTRETCHED |
4660 WINEDDCAPS_COLORKEY |
4661 WINEDDCAPS_COLORKEYHWASSIST |
4662 WINEDDCAPS_ALIGNBOUNDARYSRC;
4664 /* Fill the ddraw caps structure */
4665 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4666 WINEDDCAPS_PALETTE |
4668 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4669 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4670 WINEDDCAPS2_PRIMARYGAMMA |
4671 WINEDDCAPS2_WIDESURFACES |
4672 WINEDDCAPS2_CANRENDERWINDOWED;
4673 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4674 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4675 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4676 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4677 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4678 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4679 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4680 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4681 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4683 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4684 WINEDDSCAPS_BACKBUFFER |
4686 WINEDDSCAPS_FRONTBUFFER |
4687 WINEDDSCAPS_OFFSCREENPLAIN |
4688 WINEDDSCAPS_PALETTE |
4689 WINEDDSCAPS_PRIMARYSURFACE |
4690 WINEDDSCAPS_SYSTEMMEMORY |
4691 WINEDDSCAPS_VIDEOMEMORY |
4692 WINEDDSCAPS_VISIBLE;
4693 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4695 /* Set D3D caps if OpenGL is available. */
4696 if (adapter->opengl)
4698 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4699 WINEDDSCAPS_MIPMAP |
4700 WINEDDSCAPS_TEXTURE |
4701 WINEDDSCAPS_ZBUFFER;
4702 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4708 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4709 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4710 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4712 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4713 IWineD3DDeviceImpl *object;
4716 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4717 "parent %p, device_parent %p, device %p.\n",
4718 iface, adapter_idx, device_type, focus_window, flags,
4719 parent, device_parent, device);
4721 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4722 * number and create a device without a 3D adapter for 2D only operation. */
4723 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4725 return WINED3DERR_INVALIDCALL;
4728 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4731 ERR("Failed to allocate device memory.\n");
4732 return E_OUTOFMEMORY;
4735 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4738 WARN("Failed to initialize device, hr %#x.\n", hr);
4739 HeapFree(GetProcessHeap(), 0, object);
4743 TRACE("Created device %p.\n", object);
4744 *device = (IWineD3DDevice *)object;
4746 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4751 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4752 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4753 IUnknown_AddRef(This->parent);
4754 *pParent = This->parent;
4758 static void WINE_GLAPI invalid_func(const void *data)
4760 ERR("Invalid vertex attribute function called\n");
4764 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4766 ERR("Invalid texcoord function called\n");
4770 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4771 * the extension detection and are used in drawStridedSlow
4773 static void WINE_GLAPI position_d3dcolor(const void *data)
4775 DWORD pos = *((const DWORD *)data);
4777 FIXME("Add a test for fixed function position from d3dcolor type\n");
4778 glVertex4s(D3DCOLOR_B_R(pos),
4784 static void WINE_GLAPI position_float4(const void *data)
4786 const GLfloat *pos = data;
4788 if (pos[3] != 0.0f && pos[3] != 1.0f)
4790 float w = 1.0f / pos[3];
4792 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4800 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4802 DWORD diffuseColor = *((const DWORD *)data);
4804 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4805 D3DCOLOR_B_G(diffuseColor),
4806 D3DCOLOR_B_B(diffuseColor),
4807 D3DCOLOR_B_A(diffuseColor));
4810 static void WINE_GLAPI specular_d3dcolor(const void *data)
4812 DWORD specularColor = *((const DWORD *)data);
4813 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4814 D3DCOLOR_B_G(specularColor),
4815 D3DCOLOR_B_B(specularColor)};
4817 specular_func_3ubv(d);
4820 static void WINE_GLAPI warn_no_specular_func(const void *data)
4822 WARN("GL_EXT_secondary_color not supported\n");
4825 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4827 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4828 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4829 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4830 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4831 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4832 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4833 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4834 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4835 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4836 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4837 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4838 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4839 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4840 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4841 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4842 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4843 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4845 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4846 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4847 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4848 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4849 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4850 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4851 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4852 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4853 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4854 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4855 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4856 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4857 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4858 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4859 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4860 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4861 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4863 /* No 4 component entry points here */
4864 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4865 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4866 if (gl_info->supported[EXT_SECONDARY_COLOR])
4868 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4872 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4874 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4875 if (gl_info->supported[EXT_SECONDARY_COLOR])
4877 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4878 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4882 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4884 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4885 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4886 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4887 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4888 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4889 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4890 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4891 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4892 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4893 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4894 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4895 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4897 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4898 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4900 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4901 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4902 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4903 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4904 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4905 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4906 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4907 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4908 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4909 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4910 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4911 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4912 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4913 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4914 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4915 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4916 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4918 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4919 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4920 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4921 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4922 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4923 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4924 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4925 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4926 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4927 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4928 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4929 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4930 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4931 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4932 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4933 if (gl_info->supported[NV_HALF_FLOAT])
4935 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4936 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4937 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4939 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4944 BOOL InitAdapters(IWineD3DImpl *This)
4946 static HMODULE mod_gl;
4948 int ps_selected_mode, vs_selected_mode;
4950 /* No need to hold any lock. The calling library makes sure only one thread calls
4951 * wined3d simultaneously
4954 TRACE("Initializing adapters\n");
4957 #ifdef USE_WIN32_OPENGL
4958 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4959 mod_gl = LoadLibraryA("opengl32.dll");
4961 ERR("Can't load opengl32.dll!\n");
4965 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4966 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4967 mod_gl = GetModuleHandleA("gdi32.dll");
4971 /* Load WGL core functions from opengl32.dll */
4972 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4976 if(!pwglGetProcAddress) {
4977 ERR("Unable to load wglGetProcAddress!\n");
4981 /* Dynamically load all GL core functions */
4985 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4986 * otherwise because we have to use winex11.drv's override
4988 #ifdef USE_WIN32_OPENGL
4989 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4990 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4992 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4993 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4996 glEnableWINE = glEnable;
4997 glDisableWINE = glDisable;
4999 /* For now only one default adapter */
5001 struct wined3d_adapter *adapter = &This->adapters[0];
5002 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5003 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5007 WineD3D_PixelFormat *cfgs;
5008 DISPLAY_DEVICEW DisplayDevice;
5011 TRACE("Initializing default adapter\n");
5012 adapter->ordinal = 0;
5013 adapter->monitorPoint.x = -1;
5014 adapter->monitorPoint.y = -1;
5016 if (!AllocateLocallyUniqueId(&adapter->luid))
5018 DWORD err = GetLastError();
5019 ERR("Failed to set adapter LUID (%#x).\n", err);
5022 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5023 adapter->luid.HighPart, adapter->luid.LowPart);
5025 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5027 ERR("Failed to get a gl context for default adapter\n");
5031 ret = IWineD3DImpl_FillGLCaps(adapter);
5033 ERR("Failed to initialize gl caps for default adapter\n");
5034 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5037 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5039 ERR("Failed to init gl formats\n");
5040 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5044 hdc = fake_gl_ctx.dc;
5046 /* Use the VideoRamSize registry setting when set */
5047 if(wined3d_settings.emulated_textureram)
5048 adapter->TextureRam = wined3d_settings.emulated_textureram;
5050 adapter->TextureRam = adapter->gl_info.vidmem;
5051 adapter->UsedTextureRam = 0;
5052 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5054 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5055 DisplayDevice.cb = sizeof(DisplayDevice);
5056 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5057 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5058 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5060 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5067 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5068 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5070 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5071 cfgs = adapter->cfgs;
5072 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5073 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5074 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5075 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5076 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5077 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5078 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5079 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5080 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5081 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5082 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5084 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5086 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5091 /* Cache the pixel format */
5092 cfgs->iPixelFormat = iPixelFormat;
5093 cfgs->redSize = values[0];
5094 cfgs->greenSize = values[1];
5095 cfgs->blueSize = values[2];
5096 cfgs->alphaSize = values[3];
5097 cfgs->colorSize = values[4];
5098 cfgs->depthSize = values[5];
5099 cfgs->stencilSize = values[6];
5100 cfgs->windowDrawable = values[7];
5101 cfgs->iPixelType = values[8];
5102 cfgs->doubleBuffer = values[9];
5103 cfgs->auxBuffers = values[10];
5105 cfgs->numSamples = 0;
5106 /* Check multisample support */
5107 if (gl_info->supported[ARB_MULTISAMPLE])
5109 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5111 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5112 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5113 * value[1] = number of multi sample buffers*/
5115 cfgs->numSamples = value[1];
5119 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5120 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5121 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5122 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5123 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5129 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5130 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5131 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5133 cfgs = adapter->cfgs;
5134 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5136 PIXELFORMATDESCRIPTOR ppfd;
5138 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5142 /* We only want HW acceleration using an OpenGL ICD driver.
5143 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5144 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5146 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5148 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5152 cfgs->iPixelFormat = iPixelFormat;
5153 cfgs->redSize = ppfd.cRedBits;
5154 cfgs->greenSize = ppfd.cGreenBits;
5155 cfgs->blueSize = ppfd.cBlueBits;
5156 cfgs->alphaSize = ppfd.cAlphaBits;
5157 cfgs->colorSize = ppfd.cColorBits;
5158 cfgs->depthSize = ppfd.cDepthBits;
5159 cfgs->stencilSize = ppfd.cStencilBits;
5160 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5161 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5162 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5163 cfgs->auxBuffers = ppfd.cAuxBuffers;
5164 cfgs->numSamples = 0;
5166 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5167 "depth=%d, stencil=%d, windowDrawable=%d\n",
5168 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5169 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5170 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5175 /* 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 */
5178 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5180 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5181 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5186 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5187 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5188 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5189 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5190 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5191 * driver is allowed to consume more bits EXCEPT for stencil bits.
5193 * Mark an adapter with this broken stencil behavior.
5195 adapter->brokenStencil = TRUE;
5196 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5198 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5199 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5200 adapter->brokenStencil = FALSE;
5205 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5207 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5208 fillGLAttribFuncs(&adapter->gl_info);
5209 adapter->opengl = TRUE;
5211 This->adapter_count = 1;
5212 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5217 /* Initialize an adapter for ddraw-only memory counting */
5218 memset(This->adapters, 0, sizeof(This->adapters));
5219 This->adapters[0].ordinal = 0;
5220 This->adapters[0].opengl = FALSE;
5221 This->adapters[0].monitorPoint.x = -1;
5222 This->adapters[0].monitorPoint.y = -1;
5224 This->adapters[0].driver_info.name = "Display";
5225 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5226 if(wined3d_settings.emulated_textureram) {
5227 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5229 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5232 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5234 This->adapter_count = 1;
5238 /**********************************************************
5239 * IWineD3D VTbl follows
5240 **********************************************************/
5242 const IWineD3DVtbl IWineD3D_Vtbl =
5245 IWineD3DImpl_QueryInterface,
5246 IWineD3DImpl_AddRef,
5247 IWineD3DImpl_Release,
5249 IWineD3DImpl_GetParent,
5250 IWineD3DImpl_GetAdapterCount,
5251 IWineD3DImpl_RegisterSoftwareDevice,
5252 IWineD3DImpl_GetAdapterMonitor,
5253 IWineD3DImpl_GetAdapterModeCount,
5254 IWineD3DImpl_EnumAdapterModes,
5255 IWineD3DImpl_GetAdapterDisplayMode,
5256 IWineD3DImpl_GetAdapterIdentifier,
5257 IWineD3DImpl_CheckDeviceMultiSampleType,
5258 IWineD3DImpl_CheckDepthStencilMatch,
5259 IWineD3DImpl_CheckDeviceType,
5260 IWineD3DImpl_CheckDeviceFormat,
5261 IWineD3DImpl_CheckDeviceFormatConversion,
5262 IWineD3DImpl_GetDeviceCaps,
5263 IWineD3DImpl_CreateDevice
5266 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5268 const struct wined3d_parent_ops wined3d_null_parent_ops =
5270 wined3d_null_wined3d_object_destroyed,