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)
34 /* The d3d device ID */
35 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37 /* Extension detection */
39 const char *extension_string;
40 GL_SupportedExt extension;
44 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
45 {"GL_APPLE_fence", APPLE_FENCE, 0 },
46 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
47 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
51 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
52 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
53 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
54 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
55 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
58 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
60 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
61 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
66 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
87 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
88 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
89 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
90 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
91 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
105 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
106 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
107 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
144 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
145 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
146 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
147 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
150 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
157 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
158 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
159 WINED3DDEVTYPE DeviceType);
160 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
161 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
164 const int minLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
169 const int maxLookup[MAX_LOOKUPS] =
171 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
174 DWORD *stateLookup[MAX_LOOKUPS];
176 const struct min_lookup minMipLookup[] =
178 /* NONE POINT LINEAR */
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
180 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
181 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
184 const struct min_lookup minMipLookup_noFilter[] =
186 /* NONE POINT LINEAR */
187 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
188 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
189 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
192 const struct min_lookup minMipLookup_noMip[] =
194 /* NONE POINT LINEAR */
195 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
196 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
197 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
200 const GLenum magLookup[] =
202 /* NONE POINT LINEAR */
203 GL_NEAREST, GL_NEAREST, GL_LINEAR,
206 const GLenum magLookup_noFilter[] =
208 /* NONE POINT LINEAR */
209 GL_NEAREST, GL_NEAREST, GL_NEAREST,
212 /* drawStridedSlow attributes */
213 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
214 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
215 glAttribFunc specular_func_3ubv;
216 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
217 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
218 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
221 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
222 * i.e., there is no GL Context - Get a default rendering context to enable the
223 * function query some info from GL.
226 struct wined3d_fake_gl_ctx
233 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
235 TRACE_(d3d_caps)("Destroying fake GL context.\n");
237 if (!pwglMakeCurrent(NULL, NULL))
239 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
242 if (!pwglDeleteContext(ctx->gl_ctx))
244 DWORD err = GetLastError();
245 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
248 ReleaseDC(ctx->wnd, ctx->dc);
249 DestroyWindow(ctx->wnd);
252 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
254 PIXELFORMATDESCRIPTOR pfd;
257 TRACE("getting context...\n");
259 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
260 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
261 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
264 ERR_(d3d_caps)("Failed to create a window.\n");
268 ctx->dc = GetDC(ctx->wnd);
271 ERR_(d3d_caps)("Failed to get a DC.\n");
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
280 pfd.iPixelType = PFD_TYPE_RGBA;
282 pfd.iLayerType = PFD_MAIN_PLANE;
284 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
287 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
288 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
291 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
292 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294 /* Create a GL context. */
295 ctx->gl_ctx = pwglCreateContext(ctx->dc);
298 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
302 /* Make it the current GL context. */
303 if (!context_set_current(NULL))
305 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
308 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
317 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
319 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
321 if (ctx->wnd) DestroyWindow(ctx->wnd);
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
329 struct WineD3DAdapter *adapter = D3DDevice->adapter;
331 adapter->UsedTextureRam += glram;
332 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
333 return adapter->UsedTextureRam;
336 /**********************************************************
337 * IUnknown parts follows
338 **********************************************************/
340 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
344 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
345 if (IsEqualGUID(riid, &IID_IUnknown)
346 || IsEqualGUID(riid, &IID_IWineD3DBase)
347 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
348 IUnknown_AddRef(iface);
353 return E_NOINTERFACE;
356 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
357 IWineD3DImpl *This = (IWineD3DImpl *)iface;
358 ULONG refCount = InterlockedIncrement(&This->ref);
360 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 TRACE("(%p) : Releasing from %d\n", This, This->ref);
368 ref = InterlockedDecrement(&This->ref);
372 for (i = 0; i < This->adapter_count; ++i)
374 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
376 HeapFree(GetProcessHeap(), 0, This);
382 /* Set the shader type for this device, depending on the given capabilities
383 * and the user preferences in wined3d_settings. */
384 static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
386 if (wined3d_settings.vs_mode == VS_NONE) {
387 *vs_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
389 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
390 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
391 * shaders only on this card. */
392 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
393 *vs_selected = SHADER_ARB;
395 *vs_selected = SHADER_GLSL;
396 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
397 *vs_selected = SHADER_ARB;
399 *vs_selected = SHADER_NONE;
402 if (wined3d_settings.ps_mode == PS_NONE) {
403 *ps_selected = SHADER_NONE;
404 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
405 *ps_selected = SHADER_GLSL;
406 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
407 *ps_selected = SHADER_ARB;
408 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
409 *ps_selected = SHADER_ATI;
411 *ps_selected = SHADER_NONE;
415 /** Select the number of report maximum shader constants based on the selected shader modes */
416 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
418 switch (vs_selected_mode) {
420 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
423 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
426 gl_info->max_vshader_constantsF = 0;
430 switch (ps_selected_mode) {
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
438 gl_info->max_pshader_constantsF = 0;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 /* GL locking is done by the caller */
448 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
452 const char *testcode =
454 "PARAM C[66] = { program.env[0..65] };\n"
456 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
457 "ARL A0.x, zero.x;\n"
458 "MOV result.position, C[A0.x + 65];\n"
462 GL_EXTCALL(glGenProgramsARB(1, &prog));
464 ERR("Failed to create an ARB offset limit test program\n");
466 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
467 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
468 strlen(testcode), testcode));
469 if(glGetError() != 0) {
470 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
471 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
473 } else TRACE("OpenGL implementation allows offsets > 63\n");
475 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
476 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
477 checkGLcall("ARB vp offset limit test cleanup");
482 static DWORD ver_for_ext(GL_SupportedExt ext)
485 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
486 if(EXTENSION_MAP[i].extension == ext) {
487 return EXTENSION_MAP[i].version;
493 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
495 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
496 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
497 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
498 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
502 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
504 if (gl_info->gl_vendor == VENDOR_NVIDIA)
506 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
514 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
516 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
517 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
518 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
520 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
521 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
522 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
523 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
524 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
525 * the chance that other implementations support them is rather small since Win32 QuickTime uses
526 * DirectDraw, not OpenGL. */
527 if (gl_info->supported[APPLE_FENCE]
528 && gl_info->supported[APPLE_CLIENT_STORAGE]
529 && gl_info->supported[APPLE_FLUSH_RENDER]
530 && gl_info->supported[APPLE_YCBCR_422])
540 /* Context activation is done by the caller. */
541 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
543 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
544 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
545 * all the texture. This function detects this bug by its symptom and disables PBOs
548 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
549 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
550 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
551 * read back is compared to the original. If they are equal PBOs are assumed to work,
552 * otherwise the PBO extension is disabled. */
554 static const unsigned int pattern[] =
556 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
557 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
558 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
559 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
561 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
563 /* No PBO -> No point in testing them. */
564 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
568 while (glGetError());
569 glGenTextures(1, &texture);
570 glBindTexture(GL_TEXTURE_2D, texture);
572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
573 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
574 checkGLcall("Specifying the PBO test texture");
576 GL_EXTCALL(glGenBuffersARB(1, &pbo));
577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
578 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
579 checkGLcall("Specifying the PBO test pbo");
581 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
582 checkGLcall("Loading the PBO test texture");
584 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
585 wglFinish(); /* just to be sure */
587 memset(check, 0, sizeof(check));
588 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
589 checkGLcall("Reading back the PBO test texture");
591 glDeleteTextures(1, &texture);
592 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
593 checkGLcall("PBO test cleanup");
597 if (memcmp(check, pattern, sizeof(check)))
599 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
600 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
601 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
605 TRACE_(d3d_caps)("PBO test successful.\n");
609 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
611 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
614 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
616 if (!match_apple(gl_info, gl_renderer)) return FALSE;
617 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
618 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
622 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
624 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
625 if (match_apple(gl_info, gl_renderer)) return FALSE;
626 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
630 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
632 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
633 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
634 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
635 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
638 * dx10 cards usually have 64 varyings */
639 return gl_info->max_glsl_varyings > 44;
642 /* A GL context is provided by the caller */
643 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
648 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
652 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
653 error = glGetError();
656 if(error == GL_NO_ERROR)
658 TRACE("GL Implementation accepts 4 component specular color pointers\n");
663 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
664 debug_glerror(error));
669 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
671 if(!match_apple(gl_info, gl_renderer)) return FALSE;
672 return GL_SUPPORT(NV_TEXTURE_SHADER);
675 /* A GL context is provided by the caller */
676 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
681 const char *testcode =
683 "OPTION NV_vertex_program2;\n"
684 "MOV result.clip[0], 0.0;\n"
685 "MOV result.position, 0.0;\n"
688 if(!GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) return FALSE;
693 GL_EXTCALL(glGenProgramsARB(1, &prog));
696 ERR("Failed to create the NVvp clip test program\n");
700 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
701 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
702 strlen(testcode), testcode));
703 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
706 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
707 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
711 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
713 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
714 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
715 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
721 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
723 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
724 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
725 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
726 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
729 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
731 quirk_arb_constants(gl_info);
732 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
733 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
734 * allow 48 different offsets or other helper immediate values. */
735 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
736 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
739 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
740 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
741 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
742 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
743 * most games, but avoids the crash
745 * A more sophisticated way would be to find all units that need texture coordinates and enable
746 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
747 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
749 * Note that disabling the extension entirely does not gain predictability because there is no point
750 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
751 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
753 if (gl_info->supported[ARB_POINT_SPRITE])
755 TRACE("Limiting point sprites to one texture unit.\n");
756 gl_info->max_point_sprite_units = 1;
760 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
762 quirk_arb_constants(gl_info);
764 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
765 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
766 * If real NP2 textures are used, the driver falls back to software. We could just remove the
767 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
768 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
769 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
770 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
772 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
773 * has this extension promoted to core. The extension loading code sets this extension supported
774 * due to that, so this code works on fglrx as well. */
775 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
777 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
778 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
779 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
782 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
783 * it is generally more efficient. Reserve just 8 constants. */
784 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
785 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
788 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
790 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
791 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
792 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
793 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
794 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
795 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
797 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
798 * triggering the software fallback. There is not much we can do here apart from disabling the
799 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
800 * in IWineD3DImpl_FillGLCaps).
801 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
802 * post-processing effects in the game "Max Payne 2").
803 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
804 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
805 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
806 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
809 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
811 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
812 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
813 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
814 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
815 * according to the spec.
817 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
818 * makes the shader slower and eats instruction slots which should be available to the d3d app.
820 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
821 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
822 * this workaround is activated on cards that do not need it, it won't break things, just affect
823 * performance negatively. */
824 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
825 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
828 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
830 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
833 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
835 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
838 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
840 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
841 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
842 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
845 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
852 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
853 void (*apply)(struct wined3d_gl_info *gl_info);
854 const char *description;
857 static const struct driver_quirk quirk_table[] =
860 match_ati_r300_to_500,
862 "ATI GLSL constant and normalized texrect quirk"
864 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
865 * used it falls back to software. While the compiler can detect if the shader uses all declared
866 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
867 * using relative addressing falls back to software.
869 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
872 quirk_apple_glsl_constants,
873 "Apple GLSL uniform override"
878 "Geforce 5 NP2 disable"
883 "Init texcoord .w for Apple Intel GPU driver"
886 match_apple_nonr500ati,
888 "Init texcoord .w for Apple ATI >= r600 GPU driver"
892 quirk_one_point_sprite,
893 "Fglrx point sprite crash workaround"
898 "Reserved varying for gl_ClipPos"
901 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
902 * GL implementations accept it. The Mac GL is the only implementation known to
905 * If we can pass 4 component specular colors, do it, because (a) we don't have
906 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
907 * passes specular alpha to the pixel shader if any is used. Otherwise the
908 * specular alpha is used to pass the fog coordinate, which we pass to opengl
909 * via GL_EXT_fog_coord.
911 match_allows_spec_alpha,
912 quirk_allows_specular_alpha,
913 "Allow specular alpha quirk"
916 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
921 "Apple NV_texture_shader disable"
924 match_broken_nv_clip,
925 quirk_disable_nvvp_clip,
926 "Apple NV_vertex_program clip bug quirk"
930 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
931 * reporting a driver version is moot because we are not the Windows driver, and we have different
932 * bugs, features, etc.
934 * If a card is not found in this table, the GL driver version is reported. */
935 struct driver_version_information
937 WORD vendor; /* reported PCI card vendor ID */
938 WORD card; /* reported PCI card device ID */
939 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
940 WORD hipart_hi, hipart_lo; /* driver hiword to report */
941 WORD lopart_hi, lopart_lo; /* driver loword to report */
944 static const struct driver_version_information driver_version_table[] =
946 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
947 * 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
948 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
949 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
951 * All version numbers used below are from the Linux nvidia drivers. */
952 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
963 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
964 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
965 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
978 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
979 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
980 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
981 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
983 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
984 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
985 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
986 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
987 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
988 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
989 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
990 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
991 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
992 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
993 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
995 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
998 /* Context activation is done by the caller. */
999 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
1003 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1005 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
1006 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1007 quirk_table[i].apply(gl_info);
1010 /* Find out if PBOs work as they are supposed to. */
1011 test_pbo_functionality(gl_info);
1013 /* Fixup the driver version we'll report to the app. */
1014 gl_info->driver_version = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1015 gl_info->driver_version_hipart = MAKEDWORD_VERSION(7, 1);
1016 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1018 if (gl_info->gl_vendor == driver_version_table[i].vendor
1019 && gl_info->gl_card == driver_version_table[i].card)
1021 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
1022 gl_info->gl_vendor, gl_info->gl_card);
1024 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1025 driver_version_table[i].lopart_lo);
1026 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
1027 driver_version_table[i].hipart_lo);
1028 gl_info->driver_description = driver_version_table[i].description;
1032 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08X-0x%08X.\n",
1033 gl_info->driver_version_hipart, gl_info->driver_version);
1036 static DWORD wined3d_parse_gl_version(const char *gl_version)
1038 const char *ptr = gl_version;
1042 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1044 while (isdigit(*ptr)) ++ptr;
1045 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1049 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1051 return MAKEDWORD_VERSION(major, minor);
1054 static GL_Vendors wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1056 if (strstr(gl_vendor, "NVIDIA"))
1057 return VENDOR_NVIDIA;
1059 if (strstr(gl_vendor, "ATI"))
1062 if (strstr(gl_vendor, "Intel(R)")
1063 || strstr(gl_renderer, "Intel(R)")
1064 || strstr(gl_vendor, "Intel Inc."))
1065 return VENDOR_INTEL;
1067 if (strstr(gl_vendor, "Mesa")
1068 || strstr(gl_vendor, "DRI R300 Project")
1069 || strstr(gl_vendor, "Tungsten Graphics, Inc"))
1072 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1077 static GL_Cards wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1078 GL_Vendors *vendor, unsigned int *vidmem)
1080 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1081 * different GPUs with roughly the same features. In most cases GPUs from a
1082 * certain family differ in clockspeeds, the amount of video memory and the
1083 * number of shader pipelines.
1085 * A Direct3D device object contains the PCI id (vendor + device) of the
1086 * videocard which is used for rendering. Various applications use this
1087 * information to get a rough estimation of the features of the card and
1088 * some might use it for enabling 3d effects only on certain types of
1089 * videocards. In some cases games might even use it to work around bugs
1090 * which happen on certain videocards/driver combinations. The problem is
1091 * that OpenGL only exposes a rendering string containing the name of the
1092 * videocard and not the PCI id.
1094 * Various games depend on the PCI id, so somehow we need to provide one.
1095 * A simple option is to parse the renderer string and translate this to
1096 * the right PCI id. This is a lot of work because there are more than 200
1097 * GPUs just for Nvidia. Various cards share the same renderer string, so
1098 * the amount of code might be 'small' but there are quite a number of
1099 * exceptions which would make this a pain to maintain. Another way would
1100 * be to query the PCI id from the operating system (assuming this is the
1101 * videocard which is used for rendering which is not always the case).
1102 * This would work but it is not very portable. Second it would not work
1103 * well in, let's say, a remote X situation in which the amount of 3d
1104 * features which can be used is limited.
1106 * As said most games only use the PCI id to get an indication of the
1107 * capabilities of the card. It doesn't really matter if the given id is
1108 * the correct one if we return the id of a card with similar 3d features.
1110 * The code below checks the OpenGL capabilities of a videocard and matches
1111 * that to a certain level of Direct3D functionality. Once a card passes
1112 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1113 * least a GeforceFX. To give a better estimate we do a basic check on the
1114 * renderer string but if that won't pass we return a default card. This
1115 * way is better than maintaining a full card database as even without a
1116 * full database we can return a card with similar features. Second the
1117 * size of the database can be made quite small because when you know what
1118 * type of 3d functionality a card has, you know to which GPU family the
1119 * GPU must belong. Because of this you only have to check a small part of
1120 * the renderer string to distinguishes between different models from that
1123 * The code also selects a default amount of video memory which we will
1124 * use for an estimation of the amount of free texture memory. In case of
1125 * real D3D the amount of texture memory includes video memory and system
1126 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1127 * HyperMemory). We don't know how much system memory can be addressed by
1128 * the system but we can make a reasonable estimation about the amount of
1129 * video memory. If the value is slightly wrong it doesn't matter as we
1130 * didn't include AGP-like memory which makes the amount of addressable
1131 * memory higher and second OpenGL isn't that critical it moves to system
1132 * memory behind our backs if really needed. Note that the amount of video
1133 * memory can be overruled using a registry setting. */
1138 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1139 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1141 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1143 /* Geforce 200 - highend */
1144 if (strstr(gl_renderer, "GTX 280")
1145 || strstr(gl_renderer, "GTX 285")
1146 || strstr(gl_renderer, "GTX 295"))
1149 return CARD_NVIDIA_GEFORCE_GTX280;
1152 /* Geforce 200 - midend high */
1153 if (strstr(gl_renderer, "GTX 275"))
1156 return CARD_NVIDIA_GEFORCE_GTX275;
1159 /* Geforce 200 - midend */
1160 if (strstr(gl_renderer, "GTX 260"))
1163 return CARD_NVIDIA_GEFORCE_GTX260;
1166 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1167 if (strstr(gl_renderer, "9800")
1168 || strstr(gl_renderer, "GTS 150")
1169 || strstr(gl_renderer, "GTS 250"))
1172 return CARD_NVIDIA_GEFORCE_9800GT;
1175 /* Geforce9 - midend */
1176 if (strstr(gl_renderer, "9600"))
1178 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1179 return CARD_NVIDIA_GEFORCE_9600GT;
1182 /* Geforce9 - midend low / Geforce 200 - low */
1183 if (strstr(gl_renderer, "9500")
1184 || strstr(gl_renderer, "GT 120")
1185 || strstr(gl_renderer, "GT 130"))
1187 *vidmem = 256; /* The 9500GT has 256-1024MB */
1188 return CARD_NVIDIA_GEFORCE_9500GT;
1191 /* Geforce9 - lowend */
1192 if (strstr(gl_renderer, "9400"))
1194 *vidmem = 256; /* The 9400GT has 256-1024MB */
1195 return CARD_NVIDIA_GEFORCE_9400GT;
1198 /* Geforce9 - lowend low */
1199 if (strstr(gl_renderer, "9100")
1200 || strstr(gl_renderer, "9200")
1201 || strstr(gl_renderer, "9300")
1202 || strstr(gl_renderer, "G 100"))
1204 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1205 return CARD_NVIDIA_GEFORCE_9200;
1208 /* Geforce8 - highend */
1209 if (strstr(gl_renderer, "8800"))
1211 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1212 return CARD_NVIDIA_GEFORCE_8800GTS;
1215 /* Geforce8 - midend mobile */
1216 if (strstr(gl_renderer, "8600 M"))
1219 return CARD_NVIDIA_GEFORCE_8600MGT;
1222 /* Geforce8 - midend */
1223 if (strstr(gl_renderer, "8600")
1224 || strstr(gl_renderer, "8700"))
1227 return CARD_NVIDIA_GEFORCE_8600GT;
1230 /* Geforce8 - lowend */
1231 if (strstr(gl_renderer, "8300")
1232 || strstr(gl_renderer, "8400")
1233 || strstr(gl_renderer, "8500"))
1235 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1236 return CARD_NVIDIA_GEFORCE_8300GS;
1239 /* Geforce7 - highend */
1240 if (strstr(gl_renderer, "7800")
1241 || strstr(gl_renderer, "7900")
1242 || strstr(gl_renderer, "7950")
1243 || strstr(gl_renderer, "Quadro FX 4")
1244 || strstr(gl_renderer, "Quadro FX 5"))
1246 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1247 return CARD_NVIDIA_GEFORCE_7800GT;
1250 /* Geforce7 midend */
1251 if (strstr(gl_renderer, "7600")
1252 || strstr(gl_renderer, "7700"))
1254 *vidmem = 256; /* The 7600 uses 256-512MB */
1255 return CARD_NVIDIA_GEFORCE_7600;
1258 /* Geforce7 lower medium */
1259 if (strstr(gl_renderer, "7400"))
1261 *vidmem = 256; /* The 7400 uses 256-512MB */
1262 return CARD_NVIDIA_GEFORCE_7400;
1265 /* Geforce7 lowend */
1266 if (strstr(gl_renderer, "7300"))
1268 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1269 return CARD_NVIDIA_GEFORCE_7300;
1272 /* Geforce6 highend */
1273 if (strstr(gl_renderer, "6800"))
1275 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1276 return CARD_NVIDIA_GEFORCE_6800;
1279 /* Geforce6 - midend */
1280 if (strstr(gl_renderer, "6600")
1281 || strstr(gl_renderer, "6610")
1282 || strstr(gl_renderer, "6700"))
1284 *vidmem = 128; /* A 6600GT has 128-256MB */
1285 return CARD_NVIDIA_GEFORCE_6600GT;
1288 /* Geforce6/7 lowend */
1290 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1293 if (WINE_D3D9_CAPABLE(gl_info))
1295 /* GeforceFX - highend */
1296 if (strstr(gl_renderer, "5800")
1297 || strstr(gl_renderer, "5900")
1298 || strstr(gl_renderer, "5950")
1299 || strstr(gl_renderer, "Quadro FX"))
1301 *vidmem = 256; /* 5800-5900 cards use 256MB */
1302 return CARD_NVIDIA_GEFORCEFX_5800;
1305 /* GeforceFX - midend */
1306 if (strstr(gl_renderer, "5600")
1307 || strstr(gl_renderer, "5650")
1308 || strstr(gl_renderer, "5700")
1309 || strstr(gl_renderer, "5750"))
1311 *vidmem = 128; /* A 5600 uses 128-256MB */
1312 return CARD_NVIDIA_GEFORCEFX_5600;
1315 /* GeforceFX - lowend */
1316 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1317 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1320 if (WINE_D3D8_CAPABLE(gl_info))
1322 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1324 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1325 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1328 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1329 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1332 if (WINE_D3D7_CAPABLE(gl_info))
1334 if (strstr(gl_renderer, "GeForce4 MX"))
1336 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1337 * early models had 32MB but most have 64MB or even 128MB. */
1339 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1342 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1344 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1345 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1348 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1350 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1351 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1354 /* Most Geforce1 cards have 32MB, there are also some rare 16
1355 * and 64MB (Dell) models. */
1357 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1360 if (strstr(gl_renderer, "TNT2"))
1362 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1363 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1366 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1367 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1370 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1372 * Beware: renderer string do not match exact card model,
1373 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1374 if (WINE_D3D9_CAPABLE(gl_info))
1376 /* Radeon R7xx HD4800 - highend */
1377 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1378 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1379 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1380 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1381 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1383 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1384 return CARD_ATI_RADEON_HD4800;
1387 /* Radeon R740 HD4700 - midend */
1388 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1389 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1392 return CARD_ATI_RADEON_HD4700;
1395 /* Radeon R730 HD4600 - midend */
1396 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1397 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1398 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1401 return CARD_ATI_RADEON_HD4600;
1404 /* Radeon R710 HD4500/HD4350 - lowend */
1405 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1406 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1409 return CARD_ATI_RADEON_HD4350;
1412 /* Radeon R6xx HD2900/HD3800 - highend */
1413 if (strstr(gl_renderer, "HD 2900")
1414 || strstr(gl_renderer, "HD 3870")
1415 || strstr(gl_renderer, "HD 3850"))
1417 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1418 return CARD_ATI_RADEON_HD2900;
1421 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1422 if (strstr(gl_renderer, "HD 2600")
1423 || strstr(gl_renderer, "HD 3830")
1424 || strstr(gl_renderer, "HD 3690")
1425 || strstr(gl_renderer, "HD 3650"))
1427 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1428 return CARD_ATI_RADEON_HD2600;
1431 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1432 if (strstr(gl_renderer, "HD 2300")
1433 || strstr(gl_renderer, "HD 2400")
1434 || strstr(gl_renderer, "HD 3470")
1435 || strstr(gl_renderer, "HD 3450")
1436 || strstr(gl_renderer, "HD 3430")
1437 || strstr(gl_renderer, "HD 3400"))
1439 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1440 return CARD_ATI_RADEON_HD2300;
1443 /* Radeon R6xx/R7xx integrated */
1444 if (strstr(gl_renderer, "HD 3100")
1445 || strstr(gl_renderer, "HD 3200")
1446 || strstr(gl_renderer, "HD 3300"))
1448 *vidmem = 128; /* 128MB */
1449 return CARD_ATI_RADEON_HD3200;
1453 if (strstr(gl_renderer, "X1600")
1454 || strstr(gl_renderer, "X1650")
1455 || strstr(gl_renderer, "X1800")
1456 || strstr(gl_renderer, "X1900")
1457 || strstr(gl_renderer, "X1950"))
1459 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1460 return CARD_ATI_RADEON_X1600;
1463 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1464 if (strstr(gl_renderer, "X700")
1465 || strstr(gl_renderer, "X800")
1466 || strstr(gl_renderer, "X850")
1467 || strstr(gl_renderer, "X1300")
1468 || strstr(gl_renderer, "X1400")
1469 || strstr(gl_renderer, "X1450")
1470 || strstr(gl_renderer, "X1550"))
1472 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1473 return CARD_ATI_RADEON_X700;
1476 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1477 if (strstr(gl_renderer, "Radeon Xpress"))
1479 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1480 return CARD_ATI_RADEON_XPRESS_200M;
1484 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1485 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1488 if (WINE_D3D8_CAPABLE(gl_info))
1490 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1491 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1494 if (WINE_D3D7_CAPABLE(gl_info))
1496 *vidmem = 32; /* There are models with up to 64MB */
1497 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1500 *vidmem = 16; /* There are 16-32MB models */
1501 return CARD_ATI_RAGE_128PRO;
1504 if (strstr(gl_renderer, "X3100"))
1506 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1508 return CARD_INTEL_X3100;
1511 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1513 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1515 return CARD_INTEL_I945GM;
1518 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1519 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1520 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1521 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1522 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1523 return CARD_INTEL_I915G;
1528 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1529 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1530 * them a good generic choice. */
1531 *vendor = VENDOR_NVIDIA;
1532 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1533 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1534 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1535 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1536 return CARD_NVIDIA_RIVA_128;
1540 /* Context activation is done by the caller. */
1541 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
1543 const char *GL_Extensions = NULL;
1544 const char *WGL_Extensions = NULL;
1545 const char *gl_string = NULL;
1547 GLfloat gl_floatv[2];
1550 unsigned int vidmem=0;
1555 TRACE_(d3d_caps)("(%p)\n", gl_info);
1559 gl_string = (const char *)glGetString(GL_RENDERER);
1560 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1564 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1568 len = strlen(gl_string) + 1;
1569 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1573 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1576 memcpy(gl_renderer, gl_string, len);
1578 gl_string = (const char *)glGetString(GL_VENDOR);
1579 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1583 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1584 HeapFree(GetProcessHeap(), 0, gl_renderer);
1587 gl_info->gl_vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1588 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1590 /* Parse the GL_VERSION field into major and minor information */
1591 gl_string = (const char *)glGetString(GL_VERSION);
1592 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1596 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1597 HeapFree(GetProcessHeap(), 0, gl_renderer);
1600 gl_version = wined3d_parse_gl_version(gl_string);
1603 * Initialize openGL extension related variables
1604 * with Default values
1606 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1607 gl_info->max_buffers = 1;
1608 gl_info->max_textures = 1;
1609 gl_info->max_texture_stages = 1;
1610 gl_info->max_fragment_samplers = 1;
1611 gl_info->max_vertex_samplers = 0;
1612 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1613 gl_info->max_sampler_stages = 1;
1614 gl_info->ps_arb_max_temps = 0;
1615 gl_info->ps_arb_max_instructions = 0;
1616 gl_info->vs_arb_max_temps = 0;
1617 gl_info->vs_arb_max_instructions = 0;
1618 gl_info->vs_glsl_constantsF = 0;
1619 gl_info->ps_glsl_constantsF = 0;
1620 gl_info->vs_arb_constantsF = 0;
1621 gl_info->ps_arb_constantsF = 0;
1622 gl_info->ps_arb_max_local_constants = 0;
1624 /* Retrieve opengl defaults */
1625 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1626 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1627 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1629 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1630 gl_info->max_lights = gl_max;
1631 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1633 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1634 gl_info->max_texture_size = gl_max;
1635 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1637 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1638 gl_info->max_pointsizemin = gl_floatv[0];
1639 gl_info->max_pointsize = gl_floatv[1];
1640 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1642 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1643 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1647 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1648 HeapFree(GetProcessHeap(), 0, gl_renderer);
1654 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1656 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1658 while (*GL_Extensions)
1661 char current_ext[256];
1663 while (isspace(*GL_Extensions)) ++GL_Extensions;
1664 start = GL_Extensions;
1665 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1667 len = GL_Extensions - start;
1668 if (!len || len >= sizeof(current_ext)) continue;
1670 memcpy(current_ext, start, len);
1671 current_ext[len] = '\0';
1672 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1674 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1676 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1678 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1679 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1685 /* Now work out what GL support this card really has */
1686 #define USE_GL_FUNC(type, pfn, ext, replace) \
1688 DWORD ver = ver_for_ext(ext); \
1689 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1690 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1691 else gl_info->pfn = NULL; \
1696 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1702 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1703 * loading the functions, otherwise the code above will load the extension entry points instead of the
1704 * core functions, which may not work. */
1705 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1707 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1708 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1710 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1711 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1715 if (gl_info->supported[APPLE_FENCE])
1717 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1718 * The apple extension interacts with some other apple exts. Disable the NV
1719 * extension if the apple one is support to prevent confusion in other parts
1721 gl_info->supported[NV_FENCE] = FALSE;
1723 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1725 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1727 * The enums are the same:
1728 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1729 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1730 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1731 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1732 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1734 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1736 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1737 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1739 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1741 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1742 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1745 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1747 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1748 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1750 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1752 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1753 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1755 if (gl_info->supported[NV_TEXTURE_SHADER2])
1757 if (gl_info->supported[NV_REGISTER_COMBINERS])
1759 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1760 * are supported. The nv extensions provide the same functionality as the
1761 * ATI one, and a bit more(signed pixelformats). */
1762 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1765 if (gl_info->supported[ARB_DRAW_BUFFERS])
1767 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1768 gl_info->max_buffers = gl_max;
1769 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1771 if (gl_info->supported[ARB_MULTITEXTURE])
1773 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1774 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1775 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1777 if (gl_info->supported[NV_REGISTER_COMBINERS])
1780 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1781 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1785 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1787 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1789 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1792 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1793 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1797 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1799 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1801 if (gl_info->supported[ARB_VERTEX_SHADER])
1804 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1805 gl_info->max_vertex_samplers = tmp;
1806 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1807 gl_info->max_combined_samplers = tmp;
1809 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1810 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1811 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1812 * shader is used with fixed function vertex processing we're fine too because fixed function
1813 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1814 * used we have to make sure that all vertex sampler setups are valid together with all
1815 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1816 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1817 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1818 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1819 * a fixed function pipeline anymore.
1821 * So this is just a check to check that our assumption holds true. If not, write a warning
1822 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1823 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1824 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1826 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1827 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1828 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1829 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1830 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1832 gl_info->max_vertex_samplers = 0;
1837 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1839 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1840 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1842 if (gl_info->supported[ARB_VERTEX_BLEND])
1844 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1845 gl_info->max_blends = gl_max;
1846 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1848 if (gl_info->supported[EXT_TEXTURE3D])
1850 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1851 gl_info->max_texture3d_size = gl_max;
1852 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1854 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1856 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1857 gl_info->max_anisotropy = gl_max;
1858 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1860 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1862 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1863 gl_info->ps_arb_constantsF = gl_max;
1864 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1865 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1866 gl_info->ps_arb_max_temps = gl_max;
1867 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1868 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1869 gl_info->ps_arb_max_instructions = gl_max;
1870 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1871 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1872 gl_info->ps_arb_max_local_constants = gl_max;
1873 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->ps_arb_max_instructions);
1875 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1877 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1878 gl_info->vs_arb_constantsF = gl_max;
1879 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1880 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1881 gl_info->vs_arb_max_temps = gl_max;
1882 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1883 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1884 gl_info->vs_arb_max_instructions = gl_max;
1885 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1887 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1889 if (gl_info->supported[ARB_VERTEX_SHADER])
1891 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1892 gl_info->vs_glsl_constantsF = gl_max / 4;
1893 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1895 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1897 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1898 gl_info->ps_glsl_constantsF = gl_max / 4;
1899 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1900 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1901 gl_info->max_glsl_varyings = gl_max;
1902 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1904 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1906 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1910 gl_info->max_shininess = 128.0f;
1912 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1914 /* If we have full NP2 texture support, disable
1915 * GL_ARB_texture_rectangle because we will never use it.
1916 * This saves a few redundant glDisable calls. */
1917 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1919 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1921 /* Disable NV_register_combiners and fragment shader if this is supported.
1922 * generally the NV extensions are preferred over the ATI ones, and this
1923 * extension is disabled if register_combiners and texture_shader2 are both
1924 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1925 * fragment processing support. */
1926 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1927 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1928 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1929 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1930 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1932 if (gl_info->supported[NV_HALF_FLOAT])
1934 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1935 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1937 if (gl_info->supported[ARB_POINT_SPRITE])
1939 gl_info->max_point_sprite_units = gl_info->max_textures;
1943 gl_info->max_point_sprite_units = 0;
1945 checkGLcall("extension detection");
1949 /* In some cases the number of texture stages can be larger than the number
1950 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1951 * shaders), but 8 texture stages (register combiners). */
1952 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1954 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
1956 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
1957 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
1958 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
1959 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
1960 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
1961 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
1962 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
1963 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
1964 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
1965 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
1966 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
1967 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
1968 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
1969 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
1970 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
1971 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
1972 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
1973 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
1974 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
1978 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
1980 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
1981 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
1982 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
1983 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
1984 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
1985 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
1986 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
1987 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
1988 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
1989 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
1990 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
1991 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
1992 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
1993 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
1994 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
1995 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
1996 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
1998 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2000 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2001 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2003 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2005 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2007 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2009 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2013 /* MRTs are currently only supported when FBOs are used. */
2014 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
2015 gl_info->max_buffers = 1;
2018 gl_info->gl_card = wined3d_guess_card(gl_info, gl_renderer, &gl_info->gl_vendor, &vidmem);
2019 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
2021 /* If we have an estimate use it, else default to 64MB; */
2023 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2025 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2027 /* Load all the lookup tables */
2028 for (i = 0; i < MAX_LOOKUPS; i++) {
2029 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
2032 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
2033 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
2034 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
2035 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2036 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
2037 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2038 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
2039 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2040 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
2041 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2043 /* Make sure there's an active HDC else the WGL extensions will fail */
2044 hdc = pwglGetCurrentDC();
2046 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2047 if(GL_EXTCALL(wglGetExtensionsStringARB))
2048 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2050 if (NULL == WGL_Extensions) {
2051 ERR(" WGL_Extensions returns NULL\n");
2053 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2054 while (*WGL_Extensions != 0x00) {
2058 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2059 Start = WGL_Extensions;
2060 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2064 len = WGL_Extensions - Start;
2065 if (len == 0 || len >= sizeof(ThisExtn))
2068 memcpy(ThisExtn, Start, len);
2069 ThisExtn[len] = '\0';
2070 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2072 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2073 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2074 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2076 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2077 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2078 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2080 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2081 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2082 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2088 fixup_extensions(gl_info, gl_renderer);
2089 add_gl_compat_wrappers(gl_info);
2091 HeapFree(GetProcessHeap(), 0, gl_renderer);
2095 /**********************************************************
2096 * IWineD3D implementation follows
2097 **********************************************************/
2099 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2100 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2102 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2104 return This->adapter_count;
2107 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2108 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2109 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2113 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2114 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2116 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2118 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2122 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2125 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2126 of the same bpp but different resolutions */
2128 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2129 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2130 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2131 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2133 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2137 /* TODO: Store modes per adapter and read it from the adapter structure */
2138 if (Adapter == 0) { /* Display */
2143 memset(&mode, 0, sizeof(mode));
2144 mode.dmSize = sizeof(mode);
2146 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2151 case WINED3DFMT_UNKNOWN:
2152 /* This is for D3D8, do not enumerate P8 here */
2153 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2156 case WINED3DFMT_B8G8R8X8_UNORM:
2157 if (mode.dmBitsPerPel == 32) ++i;
2160 case WINED3DFMT_B5G6R5_UNORM:
2161 if (mode.dmBitsPerPel == 16) ++i;
2164 case WINED3DFMT_P8_UINT:
2165 if (mode.dmBitsPerPel == 8) ++i;
2169 /* Skip other modes as they do not match the requested format */
2174 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2177 FIXME_(d3d_caps)("Adapter not primary display\n");
2182 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2183 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2184 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2185 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2187 /* Validate the parameters as much as possible */
2188 if (NULL == pMode ||
2189 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2190 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2191 return WINED3DERR_INVALIDCALL;
2194 /* TODO: Store modes per adapter and read it from the adapter structure */
2202 ZeroMemory(&DevModeW, sizeof(DevModeW));
2203 DevModeW.dmSize = sizeof(DevModeW);
2205 /* If we are filtering to a specific format (D3D9), then need to skip
2206 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2207 just count through the ones with valid bit depths */
2208 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2211 case WINED3DFMT_UNKNOWN:
2212 /* This is D3D8. Do not enumerate P8 here */
2213 if (DevModeW.dmBitsPerPel == 32 ||
2214 DevModeW.dmBitsPerPel == 16) i++;
2216 case WINED3DFMT_B8G8R8X8_UNORM:
2217 if (DevModeW.dmBitsPerPel == 32) i++;
2219 case WINED3DFMT_B5G6R5_UNORM:
2220 if (DevModeW.dmBitsPerPel == 16) i++;
2222 case WINED3DFMT_P8_UINT:
2223 if (DevModeW.dmBitsPerPel == 8) i++;
2226 /* Modes that don't match what we support can get an early-out */
2227 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2228 return WINED3DERR_INVALIDCALL;
2233 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2234 return WINED3DERR_INVALIDCALL;
2238 /* Now get the display mode via the calculated index */
2239 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2240 pMode->Width = DevModeW.dmPelsWidth;
2241 pMode->Height = DevModeW.dmPelsHeight;
2242 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2243 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2244 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2246 if (Format == WINED3DFMT_UNKNOWN) {
2247 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2249 pMode->Format = Format;
2252 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2253 return WINED3DERR_INVALIDCALL;
2256 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2257 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2258 DevModeW.dmBitsPerPel);
2263 FIXME_(d3d_caps)("Adapter not primary display\n");
2269 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2270 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2271 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2273 if (NULL == pMode ||
2274 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2275 return WINED3DERR_INVALIDCALL;
2278 if (Adapter == 0) { /* Display */
2282 ZeroMemory(&DevModeW, sizeof(DevModeW));
2283 DevModeW.dmSize = sizeof(DevModeW);
2285 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2286 pMode->Width = DevModeW.dmPelsWidth;
2287 pMode->Height = DevModeW.dmPelsHeight;
2288 bpp = DevModeW.dmBitsPerPel;
2289 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2290 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2292 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2295 pMode->Format = pixelformat_for_depth(bpp);
2297 FIXME_(d3d_caps)("Adapter not primary display\n");
2300 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2301 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2305 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2306 and fields being inserted in the middle, a new structure is used in place */
2307 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2308 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2309 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2312 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2314 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2315 return WINED3DERR_INVALIDCALL;
2318 /* Return the information requested */
2319 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2321 if (pIdentifier->driver_size)
2323 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2324 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2325 pIdentifier->driver[len] = '\0';
2328 if (pIdentifier->description_size)
2330 const char *description;
2332 if (This->adapters[Adapter].gl_info.driver_description)
2333 description = This->adapters[Adapter].gl_info.driver_description;
2335 description = This->adapters[Adapter].description;
2337 len = min(strlen(description), pIdentifier->description_size - 1);
2338 memcpy(pIdentifier->description, description, len);
2339 pIdentifier->description[len] = '\0';
2342 /* Note that d3d8 doesn't supply a device name. */
2343 if (pIdentifier->device_name_size)
2345 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2347 len = strlen(device_name);
2348 if (len >= pIdentifier->device_name_size)
2350 ERR("Device name size too small.\n");
2351 return WINED3DERR_INVALIDCALL;
2354 memcpy(pIdentifier->device_name, device_name, len);
2355 pIdentifier->device_name[len] = '\0';
2358 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2359 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2360 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2361 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2362 pIdentifier->subsystem_id = 0;
2363 pIdentifier->revision = 0;
2364 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2366 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2368 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2369 pIdentifier->device_id = wined3d_settings.pci_device_id;
2372 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2374 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2375 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2378 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2383 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2384 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2386 short redSize, greenSize, blueSize, alphaSize, colorBits;
2391 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2392 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2394 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2398 if(cfg->redSize < redSize)
2401 if(cfg->greenSize < greenSize)
2404 if(cfg->blueSize < blueSize)
2407 if(cfg->alphaSize < alphaSize)
2411 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2412 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2413 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2414 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2415 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2416 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2417 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2418 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2419 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2420 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2421 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2422 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2423 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2425 /* Probably a color index mode */
2432 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2433 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2435 short depthSize, stencilSize;
2436 BOOL lockable = FALSE;
2441 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2443 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2447 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2450 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2451 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2452 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2453 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2456 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2457 * allow more stencil bits than requested. */
2458 if(cfg->stencilSize < stencilSize)
2464 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2465 WINED3DFORMAT AdapterFormat,
2466 WINED3DFORMAT RenderTargetFormat,
2467 WINED3DFORMAT DepthStencilFormat) {
2468 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2470 const WineD3D_PixelFormat *cfgs;
2471 const struct WineD3DAdapter *adapter;
2472 const struct GlPixelFormatDesc *rt_format_desc;
2473 const struct GlPixelFormatDesc *ds_format_desc;
2476 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2478 DeviceType, debug_d3ddevicetype(DeviceType),
2479 AdapterFormat, debug_d3dformat(AdapterFormat),
2480 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2481 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2483 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2484 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2485 return WINED3DERR_INVALIDCALL;
2488 adapter = &This->adapters[Adapter];
2489 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2490 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2491 cfgs = adapter->cfgs;
2492 nCfgs = adapter->nCfgs;
2493 for (it = 0; it < nCfgs; ++it) {
2494 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2496 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2498 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2503 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2505 return WINED3DERR_NOTAVAILABLE;
2508 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2509 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2511 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2512 const struct GlPixelFormatDesc *glDesc;
2513 const struct WineD3DAdapter *adapter;
2515 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2518 DeviceType, debug_d3ddevicetype(DeviceType),
2519 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2524 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2525 return WINED3DERR_INVALIDCALL;
2528 /* TODO: handle Windowed, add more quality levels */
2530 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2531 if(pQualityLevels) *pQualityLevels = 1;
2535 /* By default multisampling is disabled right now as it causes issues
2536 * on some Nvidia driver versions and it doesn't work well in combination
2538 if(!wined3d_settings.allow_multisampling)
2539 return WINED3DERR_NOTAVAILABLE;
2541 adapter = &This->adapters[Adapter];
2542 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2543 if (!glDesc) return WINED3DERR_INVALIDCALL;
2545 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2547 const WineD3D_PixelFormat *cfgs;
2549 cfgs = adapter->cfgs;
2550 nCfgs = adapter->nCfgs;
2551 for(i=0; i<nCfgs; i++) {
2552 if(cfgs[i].numSamples != MultiSampleType)
2555 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2558 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2561 *pQualityLevels = 1; /* Guess at a value! */
2565 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2566 short redSize, greenSize, blueSize, alphaSize, colorBits;
2568 const WineD3D_PixelFormat *cfgs;
2570 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2572 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2573 return WINED3DERR_NOTAVAILABLE;
2576 cfgs = adapter->cfgs;
2577 nCfgs = adapter->nCfgs;
2578 for(i=0; i<nCfgs; i++) {
2579 if(cfgs[i].numSamples != MultiSampleType)
2581 if(cfgs[i].redSize != redSize)
2583 if(cfgs[i].greenSize != greenSize)
2585 if(cfgs[i].blueSize != blueSize)
2587 if(cfgs[i].alphaSize != alphaSize)
2590 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2593 *pQualityLevels = 1; /* Guess at a value! */
2597 return WINED3DERR_NOTAVAILABLE;
2600 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2601 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2603 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2604 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2607 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2610 DeviceType, debug_d3ddevicetype(DeviceType),
2611 DisplayFormat, debug_d3dformat(DisplayFormat),
2612 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2615 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2616 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2617 return WINED3DERR_INVALIDCALL;
2620 /* The task of this function is to check whether a certain display / backbuffer format
2621 * combination is available on the given adapter. In fullscreen mode microsoft specified
2622 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2623 * and display format should match exactly.
2624 * In windowed mode format conversion can occur and this depends on the driver. When format
2625 * conversion is done, this function should nevertheless fail and applications need to use
2626 * CheckDeviceFormatConversion.
2627 * At the moment we assume that fullscreen and windowed have the same capabilities */
2629 /* There are only 4 display formats */
2630 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2631 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2632 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2633 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2635 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2636 return WINED3DERR_NOTAVAILABLE;
2639 /* If the requested DisplayFormat is not available, don't continue */
2640 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2642 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2643 return WINED3DERR_NOTAVAILABLE;
2646 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2647 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2648 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2649 return WINED3DERR_NOTAVAILABLE;
2652 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2653 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2655 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2656 return WINED3DERR_NOTAVAILABLE;
2659 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2660 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2661 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2663 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2664 return WINED3DERR_NOTAVAILABLE;
2667 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2668 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2669 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2671 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2672 return WINED3DERR_NOTAVAILABLE;
2675 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2676 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2677 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2679 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2680 return WINED3DERR_NOTAVAILABLE;
2683 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2684 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2686 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2692 /* Check if we support bumpmapping for a format */
2693 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2694 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2696 const struct fragment_pipeline *fp;
2698 switch(format_desc->format)
2700 case WINED3DFMT_R8G8_SNORM:
2701 case WINED3DFMT_R16G16_SNORM:
2702 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2703 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2704 case WINED3DFMT_R8G8B8A8_SNORM:
2705 /* Ask the fixed function pipeline implementation if it can deal
2706 * with the conversion. If we've got a GL extension giving native
2707 * support this will be an identity conversion. */
2708 fp = select_fragment_implementation(adapter, DeviceType);
2709 if (fp->color_fixup_supported(format_desc->color_fixup))
2711 TRACE_(d3d_caps)("[OK]\n");
2714 TRACE_(d3d_caps)("[FAILED]\n");
2718 TRACE_(d3d_caps)("[FAILED]\n");
2723 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2724 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2725 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2729 /* Only allow depth/stencil formats */
2730 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2732 /* Walk through all WGL pixel formats to find a match */
2733 for (it = 0; it < adapter->nCfgs; ++it)
2735 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2736 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2738 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2748 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2750 /* The flags entry of a format contains the filtering capability */
2751 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2756 /* Check the render target capabilities of a format */
2757 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2758 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2760 /* Filter out non-RT formats */
2761 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2763 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2764 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2766 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2767 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2769 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2770 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2772 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2773 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2774 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2775 TRACE_(d3d_caps)("[FAILED]\n");
2779 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2780 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2781 for (it = 0; it < adapter->nCfgs; ++it)
2783 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2784 &cfgs[it], check_format_desc))
2786 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2787 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2791 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2792 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2793 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2796 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2797 for (it = 0; it < adapter->nCfgs; ++it)
2799 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2800 &cfgs[it], check_format_desc))
2802 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2803 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2807 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2808 /* For now return TRUE for FBOs until we have some proper checks.
2809 * Note that this function will only be called when the format is around for texturing. */
2815 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2817 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2819 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2820 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2821 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2825 switch (format_desc->format)
2827 case WINED3DFMT_B8G8R8A8_UNORM:
2828 case WINED3DFMT_B8G8R8X8_UNORM:
2829 case WINED3DFMT_B4G4R4A4_UNORM:
2830 case WINED3DFMT_L8_UNORM:
2831 case WINED3DFMT_L8A8_UNORM:
2832 case WINED3DFMT_DXT1:
2833 case WINED3DFMT_DXT2:
2834 case WINED3DFMT_DXT3:
2835 case WINED3DFMT_DXT4:
2836 case WINED3DFMT_DXT5:
2837 TRACE_(d3d_caps)("[OK]\n");
2841 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2847 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2848 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2850 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2851 * doing the color fixup in shaders.
2852 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2853 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2855 int vs_selected_mode;
2856 int ps_selected_mode;
2857 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2859 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2860 TRACE_(d3d_caps)("[OK]\n");
2865 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2869 /* Check if a format support blending in combination with pixel shaders */
2870 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2871 const struct GlPixelFormatDesc *format_desc)
2873 /* The flags entry of a format contains the post pixel shader blending capability */
2874 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2879 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2881 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2882 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2883 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2884 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2885 * capability anyway.
2887 * For now lets report this on all formats, but in the future we may want to
2888 * restrict it to some should games need that
2893 /* Check if a texture format is supported on the given adapter */
2894 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2895 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2897 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2898 const shader_backend_t *shader_backend;
2899 const struct fragment_pipeline *fp;
2901 switch (format_desc->format)
2904 * supported: RGB(A) formats
2906 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2907 case WINED3DFMT_B8G8R8A8_UNORM:
2908 case WINED3DFMT_B8G8R8X8_UNORM:
2909 case WINED3DFMT_B5G6R5_UNORM:
2910 case WINED3DFMT_B5G5R5X1_UNORM:
2911 case WINED3DFMT_B5G5R5A1_UNORM:
2912 case WINED3DFMT_B4G4R4A4_UNORM:
2913 case WINED3DFMT_A8_UNORM:
2914 case WINED3DFMT_B4G4R4X4_UNORM:
2915 case WINED3DFMT_R8G8B8A8_UNORM:
2916 case WINED3DFMT_R8G8B8X8_UNORM:
2917 case WINED3DFMT_B10G10R10A2_UNORM:
2918 case WINED3DFMT_R10G10B10A2_UNORM:
2919 case WINED3DFMT_R16G16_UNORM:
2920 TRACE_(d3d_caps)("[OK]\n");
2923 case WINED3DFMT_B2G3R3_UNORM:
2924 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2928 * supported: Palettized
2930 case WINED3DFMT_P8_UINT:
2931 TRACE_(d3d_caps)("[OK]\n");
2933 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
2934 case WINED3DFMT_P8_UINT_A8_UNORM:
2938 * Supported: (Alpha)-Luminance
2940 case WINED3DFMT_L8_UNORM:
2941 case WINED3DFMT_L8A8_UNORM:
2942 case WINED3DFMT_L16_UNORM:
2943 TRACE_(d3d_caps)("[OK]\n");
2946 /* Not supported on Windows, thus disabled */
2947 case WINED3DFMT_L4A4_UNORM:
2948 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2952 * Supported: Depth/Stencil formats
2954 case WINED3DFMT_D16_LOCKABLE:
2955 case WINED3DFMT_D16_UNORM:
2956 case WINED3DFMT_S1_UINT_D15_UNORM:
2957 case WINED3DFMT_X8D24_UNORM:
2958 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2959 case WINED3DFMT_S8_UINT_D24_UNORM:
2960 case WINED3DFMT_S8_UINT_D24_FLOAT:
2961 case WINED3DFMT_D32_UNORM:
2962 case WINED3DFMT_D32_FLOAT:
2966 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2967 * GL_NV_texture_shader). Emulated by shaders
2969 case WINED3DFMT_R8G8_SNORM:
2970 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2971 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2972 case WINED3DFMT_R8G8B8A8_SNORM:
2973 case WINED3DFMT_R16G16_SNORM:
2974 /* Ask the shader backend if it can deal with the conversion. If
2975 * we've got a GL extension giving native support this will be an
2976 * identity conversion. */
2977 shader_backend = select_shader_backend(adapter, DeviceType);
2978 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2980 TRACE_(d3d_caps)("[OK]\n");
2983 TRACE_(d3d_caps)("[FAILED]\n");
2986 case WINED3DFMT_DXT1:
2987 case WINED3DFMT_DXT2:
2988 case WINED3DFMT_DXT3:
2989 case WINED3DFMT_DXT4:
2990 case WINED3DFMT_DXT5:
2991 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2992 TRACE_(d3d_caps)("[OK]\n");
2995 TRACE_(d3d_caps)("[FAILED]\n");
3000 * Odd formats - not supported
3002 case WINED3DFMT_VERTEXDATA:
3003 case WINED3DFMT_R16_UINT:
3004 case WINED3DFMT_R32_UINT:
3005 case WINED3DFMT_R16G16B16A16_SNORM:
3006 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3007 case WINED3DFMT_R10G11B11_SNORM:
3008 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3012 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3014 case WINED3DFMT_R8G8_SNORM_Cx:
3015 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3019 case WINED3DFMT_UYVY:
3020 case WINED3DFMT_YUY2:
3021 if(GL_SUPPORT(APPLE_YCBCR_422)) {
3022 TRACE_(d3d_caps)("[OK]\n");
3025 TRACE_(d3d_caps)("[FAILED]\n");
3027 case WINED3DFMT_YV12:
3028 TRACE_(d3d_caps)("[FAILED]\n");
3032 case WINED3DFMT_R16G16B16A16_UNORM:
3033 case WINED3DFMT_B2G3R3A8_UNORM:
3034 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3037 /* Floating point formats */
3038 case WINED3DFMT_R16_FLOAT:
3039 case WINED3DFMT_R16G16_FLOAT:
3040 case WINED3DFMT_R16G16B16A16_FLOAT:
3041 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
3042 TRACE_(d3d_caps)("[OK]\n");
3045 TRACE_(d3d_caps)("[FAILED]\n");
3048 case WINED3DFMT_R32_FLOAT:
3049 case WINED3DFMT_R32G32_FLOAT:
3050 case WINED3DFMT_R32G32B32A32_FLOAT:
3051 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3052 TRACE_(d3d_caps)("[OK]\n");
3055 TRACE_(d3d_caps)("[FAILED]\n");
3058 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3059 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3060 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3061 * We can do instancing with all shader versions, but we need vertex shaders.
3063 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3064 * to enable instancing. WineD3D doesn't need that and just ignores it.
3066 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3068 case WINEMAKEFOURCC('I','N','S','T'):
3069 TRACE("ATI Instancing check hack\n");
3070 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3071 TRACE_(d3d_caps)("[OK]\n");
3074 TRACE_(d3d_caps)("[FAILED]\n");
3077 /* Some weird FOURCC formats */
3078 case WINED3DFMT_R8G8_B8G8:
3079 case WINED3DFMT_G8R8_G8B8:
3080 case WINED3DFMT_MULTI2_ARGB8:
3081 TRACE_(d3d_caps)("[FAILED]\n");
3084 /* Vendor specific formats */
3085 case WINED3DFMT_ATI2N:
3086 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3087 shader_backend = select_shader_backend(adapter, DeviceType);
3088 fp = select_fragment_implementation(adapter, DeviceType);
3089 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3090 && fp->color_fixup_supported(format_desc->color_fixup))
3092 TRACE_(d3d_caps)("[OK]\n");
3096 TRACE_(d3d_caps)("[OK]\n");
3099 TRACE_(d3d_caps)("[FAILED]\n");
3102 case WINED3DFMT_NVHU:
3103 case WINED3DFMT_NVHS:
3104 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3105 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3106 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3107 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3108 * Applications have to deal with not having NVHS and NVHU.
3110 TRACE_(d3d_caps)("[FAILED]\n");
3113 case WINED3DFMT_UNKNOWN:
3117 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3123 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3124 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3126 const struct blit_shader *blitter;
3128 if(SurfaceType == SURFACE_GDI) {
3129 switch(check_format_desc->format)
3131 case WINED3DFMT_B8G8R8_UNORM:
3132 case WINED3DFMT_B8G8R8A8_UNORM:
3133 case WINED3DFMT_B8G8R8X8_UNORM:
3134 case WINED3DFMT_B5G6R5_UNORM:
3135 case WINED3DFMT_B5G5R5X1_UNORM:
3136 case WINED3DFMT_B5G5R5A1_UNORM:
3137 case WINED3DFMT_B4G4R4A4_UNORM:
3138 case WINED3DFMT_B2G3R3_UNORM:
3139 case WINED3DFMT_A8_UNORM:
3140 case WINED3DFMT_B2G3R3A8_UNORM:
3141 case WINED3DFMT_B4G4R4X4_UNORM:
3142 case WINED3DFMT_R10G10B10A2_UNORM:
3143 case WINED3DFMT_R8G8B8A8_UNORM:
3144 case WINED3DFMT_R8G8B8X8_UNORM:
3145 case WINED3DFMT_R16G16_UNORM:
3146 case WINED3DFMT_B10G10R10A2_UNORM:
3147 case WINED3DFMT_R16G16B16A16_UNORM:
3148 case WINED3DFMT_P8_UINT:
3149 TRACE_(d3d_caps)("[OK]\n");
3152 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3157 /* All format that are supported for textures are supported for surfaces as well */
3158 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3159 /* All depth stencil formats are supported on surfaces */
3160 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3162 /* If opengl can't process the format natively, the blitter may be able to convert it */
3163 blitter = select_blit_implementation(adapter, DeviceType);
3164 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3166 TRACE_(d3d_caps)("[OK]\n");
3170 /* Reject other formats */
3171 TRACE_(d3d_caps)("[FAILED]\n");
3175 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3177 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3179 if (!GL_LIMITS(vertex_samplers)) {
3180 TRACE_(d3d_caps)("[FAILED]\n");
3184 switch (format_desc->format)
3186 case WINED3DFMT_R32G32B32A32_FLOAT:
3187 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3188 TRACE_(d3d_caps)("[FAILED]\n");
3191 TRACE_(d3d_caps)("[OK]\n");
3195 TRACE_(d3d_caps)("[FAILED]\n");
3201 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3202 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3203 WINED3DSURFTYPE SurfaceType)
3205 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3206 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3207 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3208 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3209 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3210 DWORD UsageCaps = 0;
3212 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3215 DeviceType, debug_d3ddevicetype(DeviceType),
3216 AdapterFormat, debug_d3dformat(AdapterFormat),
3217 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3218 RType, debug_d3dresourcetype(RType),
3219 CheckFormat, debug_d3dformat(CheckFormat));
3221 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3222 return WINED3DERR_INVALIDCALL;
3225 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3227 if(SurfaceType != SURFACE_OPENGL) {
3228 TRACE("[FAILED]\n");
3229 return WINED3DERR_NOTAVAILABLE;
3232 /* Cubetexture allows:
3233 * - D3DUSAGE_AUTOGENMIPMAP
3234 * - D3DUSAGE_DEPTHSTENCIL
3235 * - D3DUSAGE_DYNAMIC
3236 * - D3DUSAGE_NONSECURE (d3d9ex)
3237 * - D3DUSAGE_RENDERTARGET
3238 * - D3DUSAGE_SOFTWAREPROCESSING
3239 * - D3DUSAGE_QUERY_WRAPANDMIP
3241 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3242 /* Check if the texture format is around */
3243 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3245 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3246 /* Check for automatic mipmap generation support */
3247 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3248 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3250 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3251 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3255 /* Always report dynamic locking */
3256 if(Usage & WINED3DUSAGE_DYNAMIC)
3257 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3259 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3260 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3262 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3264 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3265 return WINED3DERR_NOTAVAILABLE;
3269 /* Always report software processing */
3270 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3271 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3273 /* Check QUERY_FILTER support */
3274 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3275 if (CheckFilterCapability(adapter, format_desc))
3277 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3279 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3280 return WINED3DERR_NOTAVAILABLE;
3284 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3285 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3286 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3288 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3290 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3291 return WINED3DERR_NOTAVAILABLE;
3295 /* Check QUERY_SRGBREAD support */
3296 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3297 if (CheckSrgbReadCapability(adapter, format_desc))
3299 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3301 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3302 return WINED3DERR_NOTAVAILABLE;
3306 /* Check QUERY_SRGBWRITE support */
3307 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3308 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3310 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3312 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3313 return WINED3DERR_NOTAVAILABLE;
3317 /* Check QUERY_VERTEXTEXTURE support */
3318 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3319 if (CheckVertexTextureCapability(adapter, format_desc))
3321 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3323 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3324 return WINED3DERR_NOTAVAILABLE;
3328 /* Check QUERY_WRAPANDMIP support */
3329 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3330 if (CheckWrapAndMipCapability(adapter, format_desc))
3332 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3334 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3335 return WINED3DERR_NOTAVAILABLE;
3339 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3340 return WINED3DERR_NOTAVAILABLE;
3343 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3344 return WINED3DERR_NOTAVAILABLE;
3346 } else if(RType == WINED3DRTYPE_SURFACE) {
3348 * - D3DUSAGE_DEPTHSTENCIL
3349 * - D3DUSAGE_NONSECURE (d3d9ex)
3350 * - D3DUSAGE_RENDERTARGET
3353 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3355 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3356 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3358 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3360 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3361 return WINED3DERR_NOTAVAILABLE;
3365 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3366 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3368 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3370 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3371 return WINED3DERR_NOTAVAILABLE;
3375 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3376 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3377 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3379 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3381 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3382 return WINED3DERR_NOTAVAILABLE;
3386 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3387 return WINED3DERR_NOTAVAILABLE;
3390 } else if(RType == WINED3DRTYPE_TEXTURE) {
3392 * - D3DUSAGE_AUTOGENMIPMAP
3393 * - D3DUSAGE_DEPTHSTENCIL
3395 * - D3DUSAGE_DYNAMIC
3396 * - D3DUSAGE_NONSECURE (d3d9ex)
3397 * - D3DUSAGE_RENDERTARGET
3398 * - D3DUSAGE_SOFTWAREPROCESSING
3399 * - D3DUSAGE_TEXTAPI (d3d9ex)
3400 * - D3DUSAGE_QUERY_WRAPANDMIP
3403 if(SurfaceType != SURFACE_OPENGL) {
3404 TRACE("[FAILED]\n");
3405 return WINED3DERR_NOTAVAILABLE;
3408 /* Check if the texture format is around */
3409 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3411 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3412 /* Check for automatic mipmap generation support */
3413 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3414 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3416 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3417 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3421 /* Always report dynamic locking */
3422 if(Usage & WINED3DUSAGE_DYNAMIC)
3423 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3425 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3426 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3428 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3430 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3431 return WINED3DERR_NOTAVAILABLE;
3435 /* Always report software processing */
3436 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3437 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3439 /* Check QUERY_FILTER support */
3440 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3441 if (CheckFilterCapability(adapter, format_desc))
3443 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3445 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3446 return WINED3DERR_NOTAVAILABLE;
3450 /* Check QUERY_LEGACYBUMPMAP support */
3451 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3452 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3454 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3456 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3457 return WINED3DERR_NOTAVAILABLE;
3461 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3462 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3463 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3465 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3467 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3468 return WINED3DERR_NOTAVAILABLE;
3472 /* Check QUERY_SRGBREAD support */
3473 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3474 if (CheckSrgbReadCapability(adapter, format_desc))
3476 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3478 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3479 return WINED3DERR_NOTAVAILABLE;
3483 /* Check QUERY_SRGBWRITE support */
3484 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3485 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3487 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3489 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3490 return WINED3DERR_NOTAVAILABLE;
3494 /* Check QUERY_VERTEXTEXTURE support */
3495 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3496 if (CheckVertexTextureCapability(adapter, format_desc))
3498 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3500 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3501 return WINED3DERR_NOTAVAILABLE;
3505 /* Check QUERY_WRAPANDMIP support */
3506 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3507 if (CheckWrapAndMipCapability(adapter, format_desc))
3509 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3511 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3512 return WINED3DERR_NOTAVAILABLE;
3516 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3517 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3519 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3521 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3522 return WINED3DERR_NOTAVAILABLE;
3526 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3527 return WINED3DERR_NOTAVAILABLE;
3529 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3530 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3531 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3533 * Volumetexture allows:
3534 * - D3DUSAGE_DYNAMIC
3535 * - D3DUSAGE_NONSECURE (d3d9ex)
3536 * - D3DUSAGE_SOFTWAREPROCESSING
3537 * - D3DUSAGE_QUERY_WRAPANDMIP
3540 if(SurfaceType != SURFACE_OPENGL) {
3541 TRACE("[FAILED]\n");
3542 return WINED3DERR_NOTAVAILABLE;
3545 /* Check volume texture and volume usage caps */
3546 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3547 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3549 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3550 return WINED3DERR_NOTAVAILABLE;
3553 /* Always report dynamic locking */
3554 if(Usage & WINED3DUSAGE_DYNAMIC)
3555 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3557 /* Always report software processing */
3558 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3559 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3561 /* Check QUERY_FILTER support */
3562 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3563 if (CheckFilterCapability(adapter, format_desc))
3565 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3567 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3568 return WINED3DERR_NOTAVAILABLE;
3572 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3573 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3574 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3576 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3578 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3579 return WINED3DERR_NOTAVAILABLE;
3583 /* Check QUERY_SRGBREAD support */
3584 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3585 if (CheckSrgbReadCapability(adapter, format_desc))
3587 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3589 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3590 return WINED3DERR_NOTAVAILABLE;
3594 /* Check QUERY_SRGBWRITE support */
3595 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3596 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3598 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3600 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3601 return WINED3DERR_NOTAVAILABLE;
3605 /* Check QUERY_VERTEXTEXTURE support */
3606 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3607 if (CheckVertexTextureCapability(adapter, format_desc))
3609 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3611 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3612 return WINED3DERR_NOTAVAILABLE;
3616 /* Check QUERY_WRAPANDMIP support */
3617 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3618 if (CheckWrapAndMipCapability(adapter, format_desc))
3620 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3622 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3623 return WINED3DERR_NOTAVAILABLE;
3627 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3628 return WINED3DERR_NOTAVAILABLE;
3631 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3632 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3633 * app needing one of those formats, don't advertize them to avoid leading apps into
3634 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3637 switch(CheckFormat) {
3638 case WINED3DFMT_P8_UINT:
3639 case WINED3DFMT_L4A4_UNORM:
3640 case WINED3DFMT_R32_FLOAT:
3641 case WINED3DFMT_R16_FLOAT:
3642 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3643 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3644 case WINED3DFMT_R16G16_UNORM:
3645 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3646 return WINED3DERR_NOTAVAILABLE;
3648 case WINED3DFMT_R8G8B8A8_SNORM:
3649 case WINED3DFMT_R16G16_SNORM:
3650 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3651 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3652 return WINED3DERR_NOTAVAILABLE;
3656 case WINED3DFMT_R8G8_SNORM:
3657 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3658 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3659 return WINED3DERR_NOTAVAILABLE;
3663 case WINED3DFMT_DXT1:
3664 case WINED3DFMT_DXT2:
3665 case WINED3DFMT_DXT3:
3666 case WINED3DFMT_DXT4:
3667 case WINED3DFMT_DXT5:
3668 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3669 * compressed texture results in an error. While the D3D refrast does
3670 * support s3tc volumes, at least the nvidia windows driver does not, so
3671 * we're free not to support this format.
3673 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3674 return WINED3DERR_NOTAVAILABLE;
3677 /* Do nothing, continue with checking the format below */
3680 } else if(RType == WINED3DRTYPE_BUFFER){
3681 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3682 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3683 return WINED3DERR_NOTAVAILABLE;
3686 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3687 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3688 * usage flags match. */
3689 if(UsageCaps == Usage) {
3691 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3692 return WINED3DOK_NOAUTOGEN;
3694 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);
3695 return WINED3DERR_NOTAVAILABLE;
3699 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3700 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3701 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3703 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3706 DeviceType, debug_d3ddevicetype(DeviceType),
3707 SourceFormat, debug_d3dformat(SourceFormat),
3708 TargetFormat, debug_d3dformat(TargetFormat));
3712 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3714 const shader_backend_t *ret;
3715 int vs_selected_mode;
3716 int ps_selected_mode;
3718 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3719 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3720 ret = &glsl_shader_backend;
3721 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3722 ret = &arb_program_shader_backend;
3724 ret = &none_shader_backend;
3729 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3730 WINED3DDEVTYPE DeviceType)
3732 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3733 int vs_selected_mode;
3734 int ps_selected_mode;
3736 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3737 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3738 return &arbfp_fragment_pipeline;
3739 } else if(ps_selected_mode == SHADER_ATI) {
3740 return &atifs_fragment_pipeline;
3741 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3742 return &nvts_fragment_pipeline;
3743 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3744 return &nvrc_fragment_pipeline;
3746 return &ffp_fragment_pipeline;
3750 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3752 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3753 int vs_selected_mode;
3754 int ps_selected_mode;
3756 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3757 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3764 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3765 subset of a D3DCAPS9 structure. However, it has to come via a void *
3766 as the d3d8 interface cannot import the d3d9 header */
3767 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3769 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3770 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3771 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3772 int vs_selected_mode;
3773 int ps_selected_mode;
3774 struct shader_caps shader_caps;
3775 struct fragment_caps fragment_caps;
3776 const shader_backend_t *shader_backend;
3777 const struct fragment_pipeline *frag_pipeline = NULL;
3778 DWORD ckey_caps, blit_caps, fx_caps;
3780 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3782 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3783 return WINED3DERR_INVALIDCALL;
3786 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3788 /* This function should *not* be modifying GL caps
3789 * TODO: move the functionality where it belongs */
3790 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3792 /* ------------------------------------------------
3793 The following fields apply to both d3d8 and d3d9
3794 ------------------------------------------------ */
3795 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3796 pCaps->AdapterOrdinal = Adapter;
3799 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3800 WINED3DCAPS2_FULLSCREENGAMMA |
3801 WINED3DCAPS2_DYNAMICTEXTURES;
3802 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3803 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3806 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3807 WINED3DCAPS3_COPY_TO_VIDMEM |
3808 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3810 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3811 WINED3DPRESENT_INTERVAL_ONE;
3813 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3814 WINED3DCURSORCAPS_LOWRES;
3816 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3817 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3818 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3819 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3820 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3821 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3822 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3823 WINED3DDEVCAPS_PUREDEVICE |
3824 WINED3DDEVCAPS_HWRASTERIZATION |
3825 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3826 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3827 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3828 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3829 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3830 WINED3DDEVCAPS_RTPATCHES;
3832 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3833 WINED3DPMISCCAPS_CULLCCW |
3834 WINED3DPMISCCAPS_CULLCW |
3835 WINED3DPMISCCAPS_COLORWRITEENABLE |
3836 WINED3DPMISCCAPS_CLIPTLVERTS |
3837 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3838 WINED3DPMISCCAPS_MASKZ |
3839 WINED3DPMISCCAPS_BLENDOP |
3840 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3842 WINED3DPMISCCAPS_NULLREFERENCE
3843 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3844 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3845 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3846 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3848 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3849 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3851 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3852 WINED3DPRASTERCAPS_PAT |
3853 WINED3DPRASTERCAPS_WFOG |
3854 WINED3DPRASTERCAPS_ZFOG |
3855 WINED3DPRASTERCAPS_FOGVERTEX |
3856 WINED3DPRASTERCAPS_FOGTABLE |
3857 WINED3DPRASTERCAPS_STIPPLE |
3858 WINED3DPRASTERCAPS_SUBPIXEL |
3859 WINED3DPRASTERCAPS_ZTEST |
3860 WINED3DPRASTERCAPS_SCISSORTEST |
3861 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3862 WINED3DPRASTERCAPS_DEPTHBIAS;
3864 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3865 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3866 WINED3DPRASTERCAPS_ZBIAS |
3867 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3869 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3870 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3873 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3874 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3875 WINED3DPRASTERCAPS_ANTIALIASEDGES
3876 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3877 WINED3DPRASTERCAPS_WBUFFER */
3879 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3880 WINED3DPCMPCAPS_EQUAL |
3881 WINED3DPCMPCAPS_GREATER |
3882 WINED3DPCMPCAPS_GREATEREQUAL |
3883 WINED3DPCMPCAPS_LESS |
3884 WINED3DPCMPCAPS_LESSEQUAL |
3885 WINED3DPCMPCAPS_NEVER |
3886 WINED3DPCMPCAPS_NOTEQUAL;
3888 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3889 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3890 WINED3DPBLENDCAPS_DESTALPHA |
3891 WINED3DPBLENDCAPS_DESTCOLOR |
3892 WINED3DPBLENDCAPS_INVDESTALPHA |
3893 WINED3DPBLENDCAPS_INVDESTCOLOR |
3894 WINED3DPBLENDCAPS_INVSRCALPHA |
3895 WINED3DPBLENDCAPS_INVSRCCOLOR |
3896 WINED3DPBLENDCAPS_ONE |
3897 WINED3DPBLENDCAPS_SRCALPHA |
3898 WINED3DPBLENDCAPS_SRCALPHASAT |
3899 WINED3DPBLENDCAPS_SRCCOLOR |
3900 WINED3DPBLENDCAPS_ZERO;
3902 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3903 WINED3DPBLENDCAPS_DESTCOLOR |
3904 WINED3DPBLENDCAPS_INVDESTALPHA |
3905 WINED3DPBLENDCAPS_INVDESTCOLOR |
3906 WINED3DPBLENDCAPS_INVSRCALPHA |
3907 WINED3DPBLENDCAPS_INVSRCCOLOR |
3908 WINED3DPBLENDCAPS_ONE |
3909 WINED3DPBLENDCAPS_SRCALPHA |
3910 WINED3DPBLENDCAPS_SRCCOLOR |
3911 WINED3DPBLENDCAPS_ZERO;
3912 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3913 * according to the glBlendFunc manpage
3915 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3916 * legacy settings for srcblend only
3919 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3920 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3921 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3925 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3926 WINED3DPCMPCAPS_EQUAL |
3927 WINED3DPCMPCAPS_GREATER |
3928 WINED3DPCMPCAPS_GREATEREQUAL |
3929 WINED3DPCMPCAPS_LESS |
3930 WINED3DPCMPCAPS_LESSEQUAL |
3931 WINED3DPCMPCAPS_NEVER |
3932 WINED3DPCMPCAPS_NOTEQUAL;
3934 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3935 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3936 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3937 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3938 WINED3DPSHADECAPS_COLORFLATRGB |
3939 WINED3DPSHADECAPS_FOGFLAT |
3940 WINED3DPSHADECAPS_FOGGOURAUD |
3941 WINED3DPSHADECAPS_SPECULARFLATRGB;
3943 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3944 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3945 WINED3DPTEXTURECAPS_TRANSPARENCY |
3946 WINED3DPTEXTURECAPS_BORDER |
3947 WINED3DPTEXTURECAPS_MIPMAP |
3948 WINED3DPTEXTURECAPS_PROJECTED |
3949 WINED3DPTEXTURECAPS_PERSPECTIVE;
3951 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3952 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3953 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3956 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3957 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3958 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3959 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3962 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3963 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3964 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3965 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3969 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3970 WINED3DPTFILTERCAPS_MAGFPOINT |
3971 WINED3DPTFILTERCAPS_MINFLINEAR |
3972 WINED3DPTFILTERCAPS_MINFPOINT |
3973 WINED3DPTFILTERCAPS_MIPFLINEAR |
3974 WINED3DPTFILTERCAPS_MIPFPOINT |
3975 WINED3DPTFILTERCAPS_LINEAR |
3976 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3977 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3978 WINED3DPTFILTERCAPS_MIPLINEAR |
3979 WINED3DPTFILTERCAPS_MIPNEAREST |
3980 WINED3DPTFILTERCAPS_NEAREST;
3982 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3983 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3984 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3987 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3988 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3989 WINED3DPTFILTERCAPS_MAGFPOINT |
3990 WINED3DPTFILTERCAPS_MINFLINEAR |
3991 WINED3DPTFILTERCAPS_MINFPOINT |
3992 WINED3DPTFILTERCAPS_MIPFLINEAR |
3993 WINED3DPTFILTERCAPS_MIPFPOINT |
3994 WINED3DPTFILTERCAPS_LINEAR |
3995 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3996 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3997 WINED3DPTFILTERCAPS_MIPLINEAR |
3998 WINED3DPTFILTERCAPS_MIPNEAREST |
3999 WINED3DPTFILTERCAPS_NEAREST;
4001 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
4002 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4003 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4006 pCaps->CubeTextureFilterCaps = 0;
4008 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4009 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4010 WINED3DPTFILTERCAPS_MAGFPOINT |
4011 WINED3DPTFILTERCAPS_MINFLINEAR |
4012 WINED3DPTFILTERCAPS_MINFPOINT |
4013 WINED3DPTFILTERCAPS_MIPFLINEAR |
4014 WINED3DPTFILTERCAPS_MIPFPOINT |
4015 WINED3DPTFILTERCAPS_LINEAR |
4016 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4017 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4018 WINED3DPTFILTERCAPS_MIPLINEAR |
4019 WINED3DPTFILTERCAPS_MIPNEAREST |
4020 WINED3DPTFILTERCAPS_NEAREST;
4022 pCaps->VolumeTextureFilterCaps = 0;
4024 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4025 WINED3DPTADDRESSCAPS_CLAMP |
4026 WINED3DPTADDRESSCAPS_WRAP;
4028 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4029 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4031 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4032 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4034 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4035 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4038 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4039 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4040 WINED3DPTADDRESSCAPS_CLAMP |
4041 WINED3DPTADDRESSCAPS_WRAP;
4042 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4043 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4045 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4046 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4048 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4049 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4052 pCaps->VolumeTextureAddressCaps = 0;
4054 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4055 WINED3DLINECAPS_ZTEST |
4056 WINED3DLINECAPS_BLEND |
4057 WINED3DLINECAPS_ALPHACMP |
4058 WINED3DLINECAPS_FOG;
4059 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4060 * idea how generating the smoothing alpha values works; the result is different
4063 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
4064 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4066 if(GL_SUPPORT(EXT_TEXTURE3D))
4067 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4069 pCaps->MaxVolumeExtent = 0;
4071 pCaps->MaxTextureRepeat = 32768;
4072 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4073 pCaps->MaxVertexW = 1.0f;
4075 pCaps->GuardBandLeft = 0.0f;
4076 pCaps->GuardBandTop = 0.0f;
4077 pCaps->GuardBandRight = 0.0f;
4078 pCaps->GuardBandBottom = 0.0f;
4080 pCaps->ExtentsAdjust = 0.0f;
4082 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4083 WINED3DSTENCILCAPS_INCRSAT |
4084 WINED3DSTENCILCAPS_INVERT |
4085 WINED3DSTENCILCAPS_KEEP |
4086 WINED3DSTENCILCAPS_REPLACE |
4087 WINED3DSTENCILCAPS_ZERO;
4088 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4089 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4090 WINED3DSTENCILCAPS_INCR;
4092 if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4093 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4096 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4098 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4099 pCaps->MaxActiveLights = GL_LIMITS(lights);
4101 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4102 pCaps->MaxVertexBlendMatrixIndex = 0;
4104 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4105 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4108 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4109 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4110 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4111 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4112 WINED3DVTXPCAPS_LOCALVIEWER |
4113 WINED3DVTXPCAPS_VERTEXFOG |
4114 WINED3DVTXPCAPS_TEXGEN;
4116 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4117 pCaps->MaxVertexIndex = 0xFFFFF;
4118 pCaps->MaxStreams = MAX_STREAMS;
4119 pCaps->MaxStreamStride = 1024;
4121 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4122 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4123 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4124 pCaps->MaxNpatchTessellationLevel = 0;
4125 pCaps->MasterAdapterOrdinal = 0;
4126 pCaps->AdapterOrdinalInGroup = 0;
4127 pCaps->NumberOfAdaptersInGroup = 1;
4129 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4131 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4132 WINED3DPTFILTERCAPS_MAGFPOINT |
4133 WINED3DPTFILTERCAPS_MINFLINEAR |
4134 WINED3DPTFILTERCAPS_MAGFLINEAR;
4135 pCaps->VertexTextureFilterCaps = 0;
4137 memset(&shader_caps, 0, sizeof(shader_caps));
4138 shader_backend = select_shader_backend(adapter, DeviceType);
4139 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4141 memset(&fragment_caps, 0, sizeof(fragment_caps));
4142 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4143 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4145 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4146 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4148 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4149 * Ignore shader model capabilities if disabled in config
4151 if(vs_selected_mode == SHADER_NONE) {
4152 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4153 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4154 pCaps->MaxVertexShaderConst = 0;
4156 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4157 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4160 if(ps_selected_mode == SHADER_NONE) {
4161 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4162 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4163 pCaps->PixelShader1xMaxValue = 0.0f;
4165 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4166 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4169 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4170 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4171 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4173 pCaps->VS20Caps = shader_caps.VS20Caps;
4174 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4175 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4176 pCaps->PS20Caps = shader_caps.PS20Caps;
4177 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4178 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4180 /* The following caps are shader specific, but they are things we cannot detect, or which
4181 * are the same among all shader models. So to avoid code duplication set the shader version
4182 * specific, but otherwise constant caps here
4184 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4185 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4186 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4187 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4188 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4189 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4190 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4192 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4193 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4194 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4195 pCaps->VS20Caps.Caps = 0;
4196 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4197 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4198 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4200 pCaps->MaxVShaderInstructionsExecuted = 65535;
4201 pCaps->MaxVertexShader30InstructionSlots = 0;
4202 } else { /* VS 1.x */
4203 pCaps->VS20Caps.Caps = 0;
4204 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4205 pCaps->VS20Caps.NumTemps = 0;
4206 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4208 pCaps->MaxVShaderInstructionsExecuted = 0;
4209 pCaps->MaxVertexShader30InstructionSlots = 0;
4212 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4213 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4214 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4216 /* 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 */
4217 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4218 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4219 WINED3DPS20CAPS_PREDICATION |
4220 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4221 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4222 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4223 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4224 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4225 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4227 pCaps->MaxPShaderInstructionsExecuted = 65535;
4228 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4229 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4230 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4231 pCaps->PS20Caps.Caps = 0;
4232 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4233 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4234 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4235 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4237 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4238 pCaps->MaxPixelShader30InstructionSlots = 0;
4239 } else { /* PS 1.x */
4240 pCaps->PS20Caps.Caps = 0;
4241 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4242 pCaps->PS20Caps.NumTemps = 0;
4243 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4244 pCaps->PS20Caps.NumInstructionSlots = 0;
4246 pCaps->MaxPShaderInstructionsExecuted = 0;
4247 pCaps->MaxPixelShader30InstructionSlots = 0;
4250 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4251 /* OpenGL supports all the formats below, perhaps not always
4252 * without conversion, but it supports them.
4253 * Further GLSL doesn't seem to have an official unsigned type so
4254 * don't advertise it yet as I'm not sure how we handle it.
4255 * We might need to add some clamping in the shader engine to
4257 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4258 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4259 WINED3DDTCAPS_UBYTE4N |
4260 WINED3DDTCAPS_SHORT2N |
4261 WINED3DDTCAPS_SHORT4N;
4262 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4263 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4264 WINED3DDTCAPS_FLOAT16_4;
4267 pCaps->DeclTypes = 0;
4269 /* Set DirectDraw helper Caps */
4270 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4271 WINEDDCKEYCAPS_SRCBLT;
4272 fx_caps = WINEDDFXCAPS_BLTALPHA |
4273 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4274 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4275 WINEDDFXCAPS_BLTROTATION90 |
4276 WINEDDFXCAPS_BLTSHRINKX |
4277 WINEDDFXCAPS_BLTSHRINKXN |
4278 WINEDDFXCAPS_BLTSHRINKY |
4279 WINEDDFXCAPS_BLTSHRINKXN |
4280 WINEDDFXCAPS_BLTSTRETCHX |
4281 WINEDDFXCAPS_BLTSTRETCHXN |
4282 WINEDDFXCAPS_BLTSTRETCHY |
4283 WINEDDFXCAPS_BLTSTRETCHYN;
4284 blit_caps = WINEDDCAPS_BLT |
4285 WINEDDCAPS_BLTCOLORFILL |
4286 WINEDDCAPS_BLTDEPTHFILL |
4287 WINEDDCAPS_BLTSTRETCH |
4288 WINEDDCAPS_CANBLTSYSMEM |
4289 WINEDDCAPS_CANCLIP |
4290 WINEDDCAPS_CANCLIPSTRETCHED |
4291 WINEDDCAPS_COLORKEY |
4292 WINEDDCAPS_COLORKEYHWASSIST |
4293 WINEDDCAPS_ALIGNBOUNDARYSRC;
4295 /* Fill the ddraw caps structure */
4296 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4297 WINEDDCAPS_PALETTE |
4299 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4300 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4301 WINEDDCAPS2_PRIMARYGAMMA |
4302 WINEDDCAPS2_WIDESURFACES |
4303 WINEDDCAPS2_CANRENDERWINDOWED;
4304 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4305 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4306 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4307 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4308 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4309 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4310 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4311 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4312 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4314 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4315 WINEDDSCAPS_BACKBUFFER |
4317 WINEDDSCAPS_FRONTBUFFER |
4318 WINEDDSCAPS_OFFSCREENPLAIN |
4319 WINEDDSCAPS_PALETTE |
4320 WINEDDSCAPS_PRIMARYSURFACE |
4321 WINEDDSCAPS_SYSTEMMEMORY |
4322 WINEDDSCAPS_VIDEOMEMORY |
4323 WINEDDSCAPS_VISIBLE;
4324 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4326 /* Set D3D caps if OpenGL is available. */
4327 if (adapter->opengl)
4329 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4330 WINEDDSCAPS_MIPMAP |
4331 WINEDDSCAPS_TEXTURE |
4332 WINEDDSCAPS_ZBUFFER;
4333 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4339 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4340 and fields being inserted in the middle, a new structure is used in place */
4341 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4342 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4343 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4345 IWineD3DDeviceImpl *object = NULL;
4346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4347 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4348 WINED3DDISPLAYMODE mode;
4349 const struct fragment_pipeline *frag_pipeline = NULL;
4351 struct fragment_caps ffp_caps;
4352 struct shader_caps shader_caps;
4355 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4356 * number and create a device without a 3D adapter for 2D only operation.
4358 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4359 return WINED3DERR_INVALIDCALL;
4362 /* Create a WineD3DDevice object */
4363 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4364 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4365 TRACE("Created WineD3DDevice object @ %p\n", object);
4366 if (NULL == object) {
4367 return WINED3DERR_OUTOFVIDEOMEMORY;
4370 /* Set up initial COM information */
4371 object->lpVtbl = &IWineD3DDevice_Vtbl;
4373 object->wineD3D = iface;
4374 object->adapter = This->adapter_count ? adapter : NULL;
4375 IWineD3D_AddRef(object->wineD3D);
4376 object->parent = parent;
4377 object->device_parent = device_parent;
4378 list_init(&object->resources);
4379 list_init(&object->shaders);
4381 if(This->dxVersion == 7) {
4382 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4384 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4386 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4388 /* Set the state up as invalid until the device is fully created */
4389 object->state = WINED3DERR_DRIVERINTERNALERROR;
4391 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4392 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4394 /* Save the creation parameters */
4395 object->createParms.AdapterOrdinal = Adapter;
4396 object->createParms.DeviceType = DeviceType;
4397 object->createParms.hFocusWindow = hFocusWindow;
4398 object->createParms.BehaviorFlags = BehaviourFlags;
4400 /* Initialize other useful values */
4401 object->adapterNo = Adapter;
4402 object->devType = DeviceType;
4404 select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode);
4405 object->shader_backend = select_shader_backend(adapter, DeviceType);
4407 memset(&shader_caps, 0, sizeof(shader_caps));
4408 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4409 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4410 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4411 object->vs_clipping = shader_caps.VSClipping;
4413 memset(&ffp_caps, 0, sizeof(ffp_caps));
4414 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4415 object->frag_pipe = frag_pipeline;
4416 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4417 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4418 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4419 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4420 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4423 IWineD3D_Release(object->wineD3D);
4424 HeapFree(GetProcessHeap(), 0, object);
4429 object->blitter = select_blit_implementation(adapter, DeviceType);
4431 /* set the state of the device to valid */
4432 object->state = WINED3D_OK;
4434 /* Get the initial screen setup for ddraw */
4435 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4437 object->ddraw_width = mode.Width;
4438 object->ddraw_height = mode.Height;
4439 object->ddraw_format = mode.Format;
4441 for(i = 0; i < PATCHMAP_SIZE; i++) {
4442 list_init(&object->patches[i]);
4445 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4450 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4451 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4452 IUnknown_AddRef(This->parent);
4453 *pParent = This->parent;
4457 static void WINE_GLAPI invalid_func(const void *data)
4459 ERR("Invalid vertex attribute function called\n");
4463 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4465 ERR("Invalid texcoord function called\n");
4469 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4470 * the extension detection and are used in drawStridedSlow
4472 static void WINE_GLAPI position_d3dcolor(const void *data)
4474 DWORD pos = *((const DWORD *)data);
4476 FIXME("Add a test for fixed function position from d3dcolor type\n");
4477 glVertex4s(D3DCOLOR_B_R(pos),
4483 static void WINE_GLAPI position_float4(const void *data)
4485 const GLfloat *pos = data;
4487 if (pos[3] != 0.0f && pos[3] != 1.0f)
4489 float w = 1.0f / pos[3];
4491 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4499 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4501 DWORD diffuseColor = *((const DWORD *)data);
4503 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4504 D3DCOLOR_B_G(diffuseColor),
4505 D3DCOLOR_B_B(diffuseColor),
4506 D3DCOLOR_B_A(diffuseColor));
4509 static void WINE_GLAPI specular_d3dcolor(const void *data)
4511 DWORD specularColor = *((const DWORD *)data);
4512 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4513 D3DCOLOR_B_G(specularColor),
4514 D3DCOLOR_B_B(specularColor)};
4516 specular_func_3ubv(d);
4519 static void WINE_GLAPI warn_no_specular_func(const void *data)
4521 WARN("GL_EXT_secondary_color not supported\n");
4524 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4526 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4527 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4528 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4529 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4530 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4531 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4532 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4533 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4534 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4535 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4536 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4537 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4538 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4539 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4540 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4541 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4542 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4544 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4545 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4546 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4547 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4548 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4549 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4550 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4551 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4552 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4553 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4554 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4555 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4556 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4557 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4558 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4559 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4560 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4562 /* No 4 component entry points here */
4563 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4564 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4565 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4566 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4568 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4570 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4571 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4572 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4573 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4575 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4577 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4578 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4579 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4580 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4581 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4582 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4583 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4584 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4585 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4586 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4587 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4588 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4590 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4591 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4593 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4594 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4595 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4596 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4597 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4598 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4599 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4600 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4601 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4602 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4603 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4604 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4605 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4606 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4607 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4608 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4609 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4611 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4612 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4613 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4614 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4615 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4616 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4617 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4618 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4619 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4620 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4621 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4622 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4623 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4624 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4625 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4626 if (GL_SUPPORT(NV_HALF_FLOAT))
4628 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4629 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4630 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4632 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4633 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4637 BOOL InitAdapters(IWineD3DImpl *This)
4639 static HMODULE mod_gl;
4641 int ps_selected_mode, vs_selected_mode;
4643 /* No need to hold any lock. The calling library makes sure only one thread calls
4644 * wined3d simultaneously
4647 TRACE("Initializing adapters\n");
4650 #ifdef USE_WIN32_OPENGL
4651 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4652 mod_gl = LoadLibraryA("opengl32.dll");
4654 ERR("Can't load opengl32.dll!\n");
4658 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4659 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4660 mod_gl = GetModuleHandleA("gdi32.dll");
4664 /* Load WGL core functions from opengl32.dll */
4665 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4669 if(!pwglGetProcAddress) {
4670 ERR("Unable to load wglGetProcAddress!\n");
4674 /* Dynamically load all GL core functions */
4678 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4679 * otherwise because we have to use winex11.drv's override
4681 #ifdef USE_WIN32_OPENGL
4682 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4683 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4685 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4686 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4689 glEnableWINE = glEnable;
4690 glDisableWINE = glDisable;
4692 /* For now only one default adapter */
4694 struct WineD3DAdapter *adapter = &This->adapters[0];
4695 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4696 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4700 WineD3D_PixelFormat *cfgs;
4701 DISPLAY_DEVICEW DisplayDevice;
4704 TRACE("Initializing default adapter\n");
4706 adapter->monitorPoint.x = -1;
4707 adapter->monitorPoint.y = -1;
4709 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4711 ERR("Failed to get a gl context for default adapter\n");
4715 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4717 ERR("Failed to initialize gl caps for default adapter\n");
4718 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4721 ret = initPixelFormats(&adapter->gl_info);
4723 ERR("Failed to init gl formats\n");
4724 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4728 hdc = fake_gl_ctx.dc;
4730 adapter->driver = "Display";
4731 adapter->description = "Direct3D HAL";
4733 /* Use the VideoRamSize registry setting when set */
4734 if(wined3d_settings.emulated_textureram)
4735 adapter->TextureRam = wined3d_settings.emulated_textureram;
4737 adapter->TextureRam = adapter->gl_info.vidmem;
4738 adapter->UsedTextureRam = 0;
4739 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4741 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4742 DisplayDevice.cb = sizeof(DisplayDevice);
4743 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4744 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4745 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4747 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4754 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4755 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4757 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4758 cfgs = adapter->cfgs;
4759 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4760 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4761 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4762 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4763 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4764 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4765 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4766 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4767 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4768 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4770 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4772 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4777 /* Cache the pixel format */
4778 cfgs->iPixelFormat = iPixelFormat;
4779 cfgs->redSize = values[0];
4780 cfgs->greenSize = values[1];
4781 cfgs->blueSize = values[2];
4782 cfgs->alphaSize = values[3];
4783 cfgs->depthSize = values[4];
4784 cfgs->stencilSize = values[5];
4785 cfgs->windowDrawable = values[6];
4786 cfgs->iPixelType = values[7];
4787 cfgs->doubleBuffer = values[8];
4788 cfgs->auxBuffers = values[9];
4790 cfgs->pbufferDrawable = FALSE;
4791 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4792 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4793 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4795 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4796 cfgs->pbufferDrawable = value;
4799 cfgs->numSamples = 0;
4800 /* Check multisample support */
4801 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4802 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4804 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4805 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4806 * value[1] = number of multi sample buffers*/
4808 cfgs->numSamples = value[1];
4812 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4818 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4819 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4820 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4822 cfgs = adapter->cfgs;
4823 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4825 PIXELFORMATDESCRIPTOR ppfd;
4827 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4831 /* We only want HW acceleration using an OpenGL ICD driver.
4832 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4833 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4835 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4837 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4841 cfgs->iPixelFormat = iPixelFormat;
4842 cfgs->redSize = ppfd.cRedBits;
4843 cfgs->greenSize = ppfd.cGreenBits;
4844 cfgs->blueSize = ppfd.cBlueBits;
4845 cfgs->alphaSize = ppfd.cAlphaBits;
4846 cfgs->depthSize = ppfd.cDepthBits;
4847 cfgs->stencilSize = ppfd.cStencilBits;
4848 cfgs->pbufferDrawable = 0;
4849 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4850 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4851 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4852 cfgs->auxBuffers = ppfd.cAuxBuffers;
4853 cfgs->numSamples = 0;
4855 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4860 /* 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 */
4863 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4865 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4866 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4871 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4872 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4873 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4874 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4875 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4876 * driver is allowed to consume more bits EXCEPT for stencil bits.
4878 * Mark an adapter with this broken stencil behavior.
4880 adapter->brokenStencil = TRUE;
4881 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4883 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4884 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4885 adapter->brokenStencil = FALSE;
4890 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4892 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4893 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4894 fillGLAttribFuncs(&adapter->gl_info);
4895 adapter->opengl = TRUE;
4897 This->adapter_count = 1;
4898 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4903 /* Initialize an adapter for ddraw-only memory counting */
4904 memset(This->adapters, 0, sizeof(This->adapters));
4905 This->adapters[0].num = 0;
4906 This->adapters[0].opengl = FALSE;
4907 This->adapters[0].monitorPoint.x = -1;
4908 This->adapters[0].monitorPoint.y = -1;
4910 This->adapters[0].driver = "Display";
4911 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4912 if(wined3d_settings.emulated_textureram) {
4913 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4915 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4918 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4920 This->adapter_count = 1;
4924 /**********************************************************
4925 * IWineD3D VTbl follows
4926 **********************************************************/
4928 const IWineD3DVtbl IWineD3D_Vtbl =
4931 IWineD3DImpl_QueryInterface,
4932 IWineD3DImpl_AddRef,
4933 IWineD3DImpl_Release,
4935 IWineD3DImpl_GetParent,
4936 IWineD3DImpl_GetAdapterCount,
4937 IWineD3DImpl_RegisterSoftwareDevice,
4938 IWineD3DImpl_GetAdapterMonitor,
4939 IWineD3DImpl_GetAdapterModeCount,
4940 IWineD3DImpl_EnumAdapterModes,
4941 IWineD3DImpl_GetAdapterDisplayMode,
4942 IWineD3DImpl_GetAdapterIdentifier,
4943 IWineD3DImpl_CheckDeviceMultiSampleType,
4944 IWineD3DImpl_CheckDepthStencilMatch,
4945 IWineD3DImpl_CheckDeviceType,
4946 IWineD3DImpl_CheckDeviceFormat,
4947 IWineD3DImpl_CheckDeviceFormatConversion,
4948 IWineD3DImpl_GetDeviceCaps,
4949 IWineD3DImpl_CreateDevice
4952 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4954 const struct wined3d_parent_ops wined3d_null_parent_ops =
4956 wined3d_null_wined3d_object_destroyed,