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 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1089 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1090 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1092 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1107 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1108 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1109 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1110 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1111 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1113 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1115 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1116 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1117 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1118 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1119 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1120 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1123 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1124 enum wined3d_driver_model driver_model)
1128 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1129 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1131 const struct driver_version_information *entry = &driver_version_table[i];
1133 if (entry->driver == driver && entry->driver_model == driver_model)
1135 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1136 entry->driver_name, entry->version, entry->subversion, entry->build);
1144 static void init_driver_info(struct wined3d_driver_info *driver_info,
1145 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1147 OSVERSIONINFOW os_version;
1148 WORD driver_os_version;
1150 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1151 enum wined3d_driver_model driver_model;
1152 const struct driver_version_information *version_info;
1154 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1156 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1157 vendor = wined3d_settings.pci_vendor_id;
1159 driver_info->vendor = vendor;
1161 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1163 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1164 device = wined3d_settings.pci_device_id;
1166 driver_info->device = device;
1168 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1169 * overrides the pci ids to a card which is not in our database. */
1170 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1172 memset(&os_version, 0, sizeof(os_version));
1173 os_version.dwOSVersionInfoSize = sizeof(os_version);
1174 if (!GetVersionExW(&os_version))
1176 ERR("Failed to get OS version, reporting 2000/XP.\n");
1177 driver_os_version = 6;
1178 driver_model = DRIVER_MODEL_NT5X;
1182 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1183 switch (os_version.dwMajorVersion)
1186 /* If needed we could distinguish between 9x and NT4, but this code won't make
1187 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1189 driver_os_version = 4;
1190 driver_model = DRIVER_MODEL_WIN9X;
1194 driver_os_version = 6;
1195 driver_model = DRIVER_MODEL_NT5X;
1199 if (os_version.dwMinorVersion == 0)
1201 driver_os_version = 7;
1202 driver_model = DRIVER_MODEL_NT6X;
1206 if (os_version.dwMinorVersion > 1)
1208 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1209 os_version.dwMajorVersion, os_version.dwMinorVersion);
1211 driver_os_version = 8;
1212 driver_model = DRIVER_MODEL_NT6X;
1217 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1218 os_version.dwMajorVersion, os_version.dwMinorVersion);
1219 driver_os_version = 6;
1220 driver_model = DRIVER_MODEL_NT5X;
1225 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1226 * This means that unless the ids are overriden, we will always find a GPU description. */
1227 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1229 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1231 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1233 driver_info->description = gpu_description_table[i].description;
1234 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1235 driver = gpu_description_table[i].driver;
1240 if (wined3d_settings.emulated_textureram)
1242 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1243 driver_info->vidmem = wined3d_settings.emulated_textureram;
1246 /* Try to obtain driver version information for the current Windows version. This fails in
1248 * - the gpu is not available on the currently selected OS version:
1249 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1250 * version information for the current Windows version is returned instead of faked info.
1251 * We do the same and assume the default Windows version to emulate is WinXP.
1253 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1254 * For now return the XP driver info. Perhaps later on we should return VESA.
1256 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1257 * This could be an indication that our database is not up to date, so this should be fixed.
1259 version_info = get_driver_version_info(driver, driver_model);
1262 driver_info->name = version_info->driver_name;
1263 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1264 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1271 driver_info->name = version_info->driver_name;
1272 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1273 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1277 driver_info->description = "Direct3D HAL";
1278 driver_info->name = "Display";
1279 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1280 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1282 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1283 vendor, device, driver_model);
1287 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1288 driver_info->version_high, driver_info->version_low);
1291 /* Context activation is done by the caller. */
1292 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1293 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1297 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1299 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1300 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1301 quirk_table[i].apply(gl_info);
1304 /* Find out if PBOs work as they are supposed to. */
1305 test_pbo_functionality(gl_info);
1308 static DWORD wined3d_parse_gl_version(const char *gl_version)
1310 const char *ptr = gl_version;
1314 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1316 while (isdigit(*ptr)) ++ptr;
1317 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1321 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1323 return MAKEDWORD_VERSION(major, minor);
1326 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1329 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1330 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1331 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1333 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1334 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1335 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1336 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1337 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1338 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1339 * DirectDraw, not OpenGL. */
1340 if (gl_info->supported[APPLE_FENCE]
1341 && gl_info->supported[APPLE_CLIENT_STORAGE]
1342 && gl_info->supported[APPLE_FLUSH_RENDER]
1343 && gl_info->supported[APPLE_YCBCR_422])
1344 return GL_VENDOR_APPLE;
1346 if (strstr(gl_vendor_string, "NVIDIA"))
1347 return GL_VENDOR_NVIDIA;
1349 if (strstr(gl_vendor_string, "ATI"))
1350 return GL_VENDOR_FGLRX;
1352 if (strstr(gl_vendor_string, "Intel(R)")
1353 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1354 || strstr(gl_renderer, "Intel")
1355 || strstr(gl_vendor_string, "Intel Inc."))
1356 return GL_VENDOR_INTEL;
1358 if (strstr(gl_vendor_string, "Mesa")
1359 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1360 || strstr(gl_vendor_string, "DRI R300 Project")
1361 || strstr(gl_vendor_string, "X.Org R300 Project")
1362 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1363 || strstr(gl_vendor_string, "VMware, Inc.")
1364 || strstr(gl_renderer, "Mesa")
1365 || strstr(gl_renderer, "Gallium"))
1366 return GL_VENDOR_MESA;
1368 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1369 debugstr_a(gl_vendor_string));
1371 return GL_VENDOR_UNKNOWN;
1374 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1376 if (strstr(gl_vendor_string, "NVIDIA")
1377 || strstr(gl_vendor_string, "nouveau"))
1378 return HW_VENDOR_NVIDIA;
1380 if (strstr(gl_vendor_string, "ATI")
1381 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1382 || strstr(gl_vendor_string, "X.Org R300 Project")
1383 || strstr(gl_renderer, "AMD")
1384 || strstr(gl_renderer, "R100")
1385 || strstr(gl_renderer, "R200")
1386 || strstr(gl_renderer, "R300")
1387 || strstr(gl_renderer, "R600")
1388 || strstr(gl_renderer, "R700"))
1389 return HW_VENDOR_ATI;
1391 if (strstr(gl_vendor_string, "Intel(R)")
1392 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1393 || strstr(gl_renderer, "Intel")
1394 || strstr(gl_vendor_string, "Intel Inc."))
1395 return HW_VENDOR_INTEL;
1397 if (strstr(gl_vendor_string, "Mesa")
1398 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1399 || strstr(gl_vendor_string, "VMware, Inc."))
1400 return HW_VENDOR_SOFTWARE;
1402 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1404 return HW_VENDOR_NVIDIA;
1409 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1410 const char *gl_renderer)
1414 if (WINE_D3D10_CAPABLE(gl_info))
1418 const char *renderer;
1419 enum wined3d_pci_device id;
1423 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1424 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1425 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1426 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1427 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1428 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1429 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1430 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1431 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1432 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1433 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1434 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1435 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1436 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1437 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1438 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1439 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1440 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1441 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1442 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1443 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1444 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1445 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1446 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1447 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1448 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1449 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1450 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1451 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1452 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1453 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1454 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1455 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1456 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1457 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1458 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1459 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1460 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1461 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1462 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1463 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1464 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1465 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1466 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1469 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1471 if (strstr(gl_renderer, cards[i].renderer))
1475 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1476 return CARD_NVIDIA_GEFORCE_8300GS;
1479 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1480 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1482 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1486 const char *renderer;
1487 enum wined3d_pci_device id;
1491 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1492 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1493 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1494 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1495 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1496 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1497 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1498 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1499 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1500 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1501 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1502 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1503 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1506 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1508 if (strstr(gl_renderer, cards[i].renderer))
1512 /* Geforce 6/7 - lowend */
1513 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1516 if (WINE_D3D9_CAPABLE(gl_info))
1518 /* GeforceFX - highend */
1519 if (strstr(gl_renderer, "5800")
1520 || strstr(gl_renderer, "5900")
1521 || strstr(gl_renderer, "5950")
1522 || strstr(gl_renderer, "Quadro FX"))
1524 return CARD_NVIDIA_GEFORCEFX_5800;
1527 /* GeforceFX - midend */
1528 if (strstr(gl_renderer, "5600")
1529 || strstr(gl_renderer, "5650")
1530 || strstr(gl_renderer, "5700")
1531 || strstr(gl_renderer, "5750"))
1533 return CARD_NVIDIA_GEFORCEFX_5600;
1536 /* GeforceFX - lowend */
1537 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1540 if (WINE_D3D8_CAPABLE(gl_info))
1542 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1544 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1547 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1550 if (WINE_D3D7_CAPABLE(gl_info))
1552 if (strstr(gl_renderer, "GeForce4 MX"))
1554 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1557 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1559 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1562 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1564 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1567 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1570 if (strstr(gl_renderer, "TNT2"))
1572 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1575 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1578 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1579 const char *gl_renderer)
1581 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1583 * Beware: renderer string do not match exact card model,
1584 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1585 if (WINE_D3D10_CAPABLE(gl_info))
1591 const char *renderer;
1592 enum wined3d_pci_device id;
1597 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1598 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1599 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1600 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1601 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1602 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1604 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1605 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1606 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1607 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1608 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1609 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1610 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1611 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1612 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1613 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1614 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1615 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1616 /* R600/R700 integrated */
1617 {"HD 3300", CARD_ATI_RADEON_HD3200},
1618 {"HD 3200", CARD_ATI_RADEON_HD3200},
1619 {"HD 3100", CARD_ATI_RADEON_HD3200},
1621 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1622 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1623 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1624 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1625 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1626 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1627 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1628 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1629 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1630 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1631 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1632 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1633 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1636 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1638 if (strstr(gl_renderer, cards[i].renderer))
1642 /* Default for when no GPU has been found */
1643 return CARD_ATI_RADEON_HD3200;
1646 if (WINE_D3D8_CAPABLE(gl_info))
1649 if (strstr(gl_renderer, "X1600")
1650 || strstr(gl_renderer, "X1650")
1651 || strstr(gl_renderer, "X1800")
1652 || strstr(gl_renderer, "X1900")
1653 || strstr(gl_renderer, "X1950"))
1655 return CARD_ATI_RADEON_X1600;
1658 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1659 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1660 if (strstr(gl_renderer, "X700")
1661 || strstr(gl_renderer, "X800")
1662 || strstr(gl_renderer, "X850")
1663 || strstr(gl_renderer, "X1300")
1664 || strstr(gl_renderer, "X1400")
1665 || strstr(gl_renderer, "X1450")
1666 || strstr(gl_renderer, "X1550")
1667 || strstr(gl_renderer, "X2300")
1668 || strstr(gl_renderer, "X2500")
1669 || strstr(gl_renderer, "HD 2300")
1672 return CARD_ATI_RADEON_X700;
1675 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1676 if (strstr(gl_renderer, "Radeon Xpress"))
1678 return CARD_ATI_RADEON_XPRESS_200M;
1682 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1685 if (WINE_D3D8_CAPABLE(gl_info))
1687 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1690 if (WINE_D3D7_CAPABLE(gl_info))
1692 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1695 return CARD_ATI_RAGE_128PRO;
1698 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1699 const char *gl_renderer)
1701 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1702 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1704 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1705 return CARD_INTEL_X3100;
1708 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1710 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1711 return CARD_INTEL_I945GM;
1714 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1715 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1716 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1717 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1718 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1719 return CARD_INTEL_I915G;
1723 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1724 const char *gl_renderer)
1728 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1730 * Beware: renderer string do not match exact card model,
1731 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1732 if (strstr(gl_renderer, "Gallium"))
1734 /* 20101109 - These are never returned by current Gallium radeon
1735 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1737 * These are returned but not handled: RC410, RV380. */
1740 const char *renderer;
1741 enum wined3d_pci_device id;
1746 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1747 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1748 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1749 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1750 {"CEDAR", CARD_ATI_RADEON_HD5400},
1752 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1753 {"RV790", CARD_ATI_RADEON_HD4800},
1754 {"RV770", CARD_ATI_RADEON_HD4800},
1755 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1756 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1757 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1758 /* R600/R700 integrated */
1759 {"RS880", CARD_ATI_RADEON_HD3200},
1760 {"RS780", CARD_ATI_RADEON_HD3200},
1762 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1763 {"R600", CARD_ATI_RADEON_HD2900},
1764 {"RV670", CARD_ATI_RADEON_HD2900},
1765 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1766 {"RV630", CARD_ATI_RADEON_HD2600},
1767 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1768 {"RV610", CARD_ATI_RADEON_HD2350},
1770 {"R580", CARD_ATI_RADEON_X1600},
1771 {"R520", CARD_ATI_RADEON_X1600},
1772 {"RV570", CARD_ATI_RADEON_X1600},
1773 {"RV560", CARD_ATI_RADEON_X1600},
1774 {"RV535", CARD_ATI_RADEON_X1600},
1775 {"RV530", CARD_ATI_RADEON_X1600},
1776 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1777 {"RV515", CARD_ATI_RADEON_X700},
1779 {"R481", CARD_ATI_RADEON_X700},
1780 {"R480", CARD_ATI_RADEON_X700},
1781 {"R430", CARD_ATI_RADEON_X700},
1782 {"R423", CARD_ATI_RADEON_X700},
1783 {"R420", CARD_ATI_RADEON_X700},
1784 {"R410", CARD_ATI_RADEON_X700},
1785 {"RV410", CARD_ATI_RADEON_X700},
1786 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1787 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1788 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1789 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1790 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1791 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1792 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1793 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1795 {"R360", CARD_ATI_RADEON_9500},
1796 {"R350", CARD_ATI_RADEON_9500},
1797 {"R300", CARD_ATI_RADEON_9500},
1798 {"RV370", CARD_ATI_RADEON_9500},
1799 {"RV360", CARD_ATI_RADEON_9500},
1800 {"RV351", CARD_ATI_RADEON_9500},
1801 {"RV350", CARD_ATI_RADEON_9500},
1804 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1806 if (strstr(gl_renderer, cards[i].renderer))
1811 if (WINE_D3D9_CAPABLE(gl_info))
1815 const char *renderer;
1816 enum wined3d_pci_device id;
1821 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1822 {"(RV790", CARD_ATI_RADEON_HD4800},
1823 {"(RV770", CARD_ATI_RADEON_HD4800},
1824 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1825 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1826 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1827 /* R600/R700 integrated */
1828 {"RS880", CARD_ATI_RADEON_HD3200},
1829 {"RS780", CARD_ATI_RADEON_HD3200},
1831 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1832 {"(R600", CARD_ATI_RADEON_HD2900},
1833 {"(RV670", CARD_ATI_RADEON_HD2900},
1834 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1835 {"(RV630", CARD_ATI_RADEON_HD2600},
1836 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1837 {"(RV610", CARD_ATI_RADEON_HD2350},
1840 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1842 if (strstr(gl_renderer, cards[i].renderer))
1847 if (WINE_D3D8_CAPABLE(gl_info))
1849 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1852 if (WINE_D3D7_CAPABLE(gl_info))
1854 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1857 return CARD_ATI_RAGE_128PRO;
1860 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1861 const char *gl_renderer)
1863 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1864 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1865 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1866 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1867 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1868 return CARD_NVIDIA_RIVA_128;
1872 struct vendor_card_selection
1874 enum wined3d_gl_vendor gl_vendor;
1875 enum wined3d_pci_vendor card_vendor;
1876 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1877 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1880 static const struct vendor_card_selection vendor_card_select_table[] =
1882 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1883 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1884 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1885 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1886 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1887 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1888 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1889 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1890 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1894 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1895 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1897 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1898 * different GPUs with roughly the same features. In most cases GPUs from a
1899 * certain family differ in clockspeeds, the amount of video memory and the
1900 * number of shader pipelines.
1902 * A Direct3D device object contains the PCI id (vendor + device) of the
1903 * videocard which is used for rendering. Various applications use this
1904 * information to get a rough estimation of the features of the card and
1905 * some might use it for enabling 3d effects only on certain types of
1906 * videocards. In some cases games might even use it to work around bugs
1907 * which happen on certain videocards/driver combinations. The problem is
1908 * that OpenGL only exposes a rendering string containing the name of the
1909 * videocard and not the PCI id.
1911 * Various games depend on the PCI id, so somehow we need to provide one.
1912 * A simple option is to parse the renderer string and translate this to
1913 * the right PCI id. This is a lot of work because there are more than 200
1914 * GPUs just for Nvidia. Various cards share the same renderer string, so
1915 * the amount of code might be 'small' but there are quite a number of
1916 * exceptions which would make this a pain to maintain. Another way would
1917 * be to query the PCI id from the operating system (assuming this is the
1918 * videocard which is used for rendering which is not always the case).
1919 * This would work but it is not very portable. Second it would not work
1920 * well in, let's say, a remote X situation in which the amount of 3d
1921 * features which can be used is limited.
1923 * As said most games only use the PCI id to get an indication of the
1924 * capabilities of the card. It doesn't really matter if the given id is
1925 * the correct one if we return the id of a card with similar 3d features.
1927 * The code below checks the OpenGL capabilities of a videocard and matches
1928 * that to a certain level of Direct3D functionality. Once a card passes
1929 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1930 * least a GeforceFX. To give a better estimate we do a basic check on the
1931 * renderer string but if that won't pass we return a default card. This
1932 * way is better than maintaining a full card database as even without a
1933 * full database we can return a card with similar features. Second the
1934 * size of the database can be made quite small because when you know what
1935 * type of 3d functionality a card has, you know to which GPU family the
1936 * GPU must belong. Because of this you only have to check a small part of
1937 * the renderer string to distinguishes between different models from that
1940 * The code also selects a default amount of video memory which we will
1941 * use for an estimation of the amount of free texture memory. In case of
1942 * real D3D the amount of texture memory includes video memory and system
1943 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1944 * HyperMemory). We don't know how much system memory can be addressed by
1945 * the system but we can make a reasonable estimation about the amount of
1946 * video memory. If the value is slightly wrong it doesn't matter as we
1947 * didn't include AGP-like memory which makes the amount of addressable
1948 * memory higher and second OpenGL isn't that critical it moves to system
1949 * memory behind our backs if really needed. Note that the amount of video
1950 * memory can be overruled using a registry setting. */
1954 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1956 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1957 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1959 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1960 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1963 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1964 *gl_vendor, *card_vendor);
1966 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1967 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1968 * them a good generic choice. */
1969 *card_vendor = HW_VENDOR_NVIDIA;
1970 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1971 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1972 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1973 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1974 return CARD_NVIDIA_RIVA_128;
1977 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1979 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1980 int vs_selected_mode, ps_selected_mode;
1982 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1983 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1984 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1985 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1986 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1987 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1988 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1989 else return &ffp_fragment_pipeline;
1992 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1994 int vs_selected_mode, ps_selected_mode;
1996 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1997 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1998 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1999 return &none_shader_backend;
2002 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2004 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2005 int vs_selected_mode, ps_selected_mode;
2007 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2008 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2009 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2010 else return &ffp_blit;
2013 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2017 #define USE_GL_FUNC(type, pfn, ext, replace) \
2018 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2019 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2020 else gl_info->pfn = NULL;
2025 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2030 /* Context activation is done by the caller. */
2031 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2033 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2034 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2035 const char *GL_Extensions = NULL;
2036 const char *WGL_Extensions = NULL;
2037 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2038 struct fragment_caps fragment_caps;
2039 enum wined3d_gl_vendor gl_vendor;
2040 enum wined3d_pci_vendor card_vendor;
2041 enum wined3d_pci_device device;
2043 GLfloat gl_floatv[2];
2049 TRACE_(d3d_caps)("(%p)\n", gl_info);
2053 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2054 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2055 if (!gl_renderer_str)
2058 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2062 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2063 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2067 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2071 /* Parse the GL_VERSION field into major and minor information */
2072 gl_version_str = (const char *)glGetString(GL_VERSION);
2073 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2074 if (!gl_version_str)
2077 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2080 gl_version = wined3d_parse_gl_version(gl_version_str);
2083 * Initialize openGL extension related variables
2084 * with Default values
2086 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2087 gl_info->limits.blends = 1;
2088 gl_info->limits.buffers = 1;
2089 gl_info->limits.textures = 1;
2090 gl_info->limits.fragment_samplers = 1;
2091 gl_info->limits.vertex_samplers = 0;
2092 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2093 gl_info->limits.sampler_stages = 1;
2094 gl_info->limits.glsl_vs_float_constants = 0;
2095 gl_info->limits.glsl_ps_float_constants = 0;
2096 gl_info->limits.arb_vs_float_constants = 0;
2097 gl_info->limits.arb_vs_native_constants = 0;
2098 gl_info->limits.arb_vs_instructions = 0;
2099 gl_info->limits.arb_vs_temps = 0;
2100 gl_info->limits.arb_ps_float_constants = 0;
2101 gl_info->limits.arb_ps_local_constants = 0;
2102 gl_info->limits.arb_ps_instructions = 0;
2103 gl_info->limits.arb_ps_temps = 0;
2105 /* Retrieve opengl defaults */
2106 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2107 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2108 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2110 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2111 gl_info->limits.lights = gl_max;
2112 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2114 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2115 gl_info->limits.texture_size = gl_max;
2116 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2118 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2119 gl_info->limits.pointsize_min = gl_floatv[0];
2120 gl_info->limits.pointsize_max = gl_floatv[1];
2121 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2123 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2124 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2128 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2134 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2136 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2138 while (*GL_Extensions)
2142 while (isspace(*GL_Extensions)) ++GL_Extensions;
2143 start = GL_Extensions;
2144 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2146 len = GL_Extensions - start;
2149 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2151 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2153 if (len == strlen(EXTENSION_MAP[i].extension_string)
2154 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2156 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2157 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2163 /* Now work out what GL support this card really has */
2164 load_gl_funcs( gl_info, gl_version );
2168 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2169 * loading the functions, otherwise the code above will load the extension entry points instead of the
2170 * core functions, which may not work. */
2171 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2173 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2174 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2176 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2177 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2181 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2183 if (gl_info->supported[APPLE_FENCE])
2185 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2186 * The apple extension interacts with some other apple exts. Disable the NV
2187 * extension if the apple one is support to prevent confusion in other parts
2189 gl_info->supported[NV_FENCE] = FALSE;
2191 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2193 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2195 * The enums are the same:
2196 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2197 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2198 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2199 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2200 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2202 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2204 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2205 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2207 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2209 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2210 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2213 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2215 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2216 * functionality. Prefer the ARB extension */
2217 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2219 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2221 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2222 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2224 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2226 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2227 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2229 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2231 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2232 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2234 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2236 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2237 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2239 if (gl_info->supported[NV_TEXTURE_SHADER2])
2241 if (gl_info->supported[NV_REGISTER_COMBINERS])
2243 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2244 * are supported. The nv extensions provide the same functionality as the
2245 * ATI one, and a bit more(signed pixelformats). */
2246 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2250 if (gl_info->supported[NV_REGISTER_COMBINERS])
2252 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2253 gl_info->limits.general_combiners = gl_max;
2254 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2256 if (gl_info->supported[ARB_DRAW_BUFFERS])
2258 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2259 gl_info->limits.buffers = gl_max;
2260 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2262 if (gl_info->supported[ARB_MULTITEXTURE])
2264 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2265 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2266 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2268 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2271 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2272 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2276 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2278 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2280 if (gl_info->supported[ARB_VERTEX_SHADER])
2283 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2284 gl_info->limits.vertex_samplers = tmp;
2285 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2286 gl_info->limits.combined_samplers = tmp;
2288 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2289 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2290 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2291 * shader is used with fixed function vertex processing we're fine too because fixed function
2292 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2293 * used we have to make sure that all vertex sampler setups are valid together with all
2294 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2295 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2296 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2297 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2298 * a fixed function pipeline anymore.
2300 * So this is just a check to check that our assumption holds true. If not, write a warning
2301 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2302 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2303 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2305 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2306 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2307 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2308 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2309 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2311 gl_info->limits.vertex_samplers = 0;
2316 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2318 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2319 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2321 if (gl_info->supported[ARB_VERTEX_BLEND])
2323 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2324 gl_info->limits.blends = gl_max;
2325 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2327 if (gl_info->supported[EXT_TEXTURE3D])
2329 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2330 gl_info->limits.texture3d_size = gl_max;
2331 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2333 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2335 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2336 gl_info->limits.anisotropy = gl_max;
2337 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2339 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2341 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2342 gl_info->limits.arb_ps_float_constants = gl_max;
2343 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2344 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2345 gl_info->limits.arb_ps_native_constants = gl_max;
2346 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2347 gl_info->limits.arb_ps_native_constants);
2348 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2349 gl_info->limits.arb_ps_temps = gl_max;
2350 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2351 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2352 gl_info->limits.arb_ps_instructions = gl_max;
2353 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2354 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2355 gl_info->limits.arb_ps_local_constants = gl_max;
2356 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2358 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2360 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2361 gl_info->limits.arb_vs_float_constants = gl_max;
2362 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2363 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2364 gl_info->limits.arb_vs_native_constants = gl_max;
2365 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2366 gl_info->limits.arb_vs_native_constants);
2367 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2368 gl_info->limits.arb_vs_temps = gl_max;
2369 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2370 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2371 gl_info->limits.arb_vs_instructions = gl_max;
2372 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2374 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2376 if (gl_info->supported[ARB_VERTEX_SHADER])
2378 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2379 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2380 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2382 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2384 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2385 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2386 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2387 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2388 gl_info->limits.glsl_varyings = gl_max;
2389 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2391 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2393 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2394 unsigned int major, minor;
2396 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2398 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2399 sscanf(str, "%u.%u", &major, &minor);
2400 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2402 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2404 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2408 gl_info->limits.shininess = 128.0f;
2410 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2412 /* If we have full NP2 texture support, disable
2413 * GL_ARB_texture_rectangle because we will never use it.
2414 * This saves a few redundant glDisable calls. */
2415 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2417 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2419 /* Disable NV_register_combiners and fragment shader if this is supported.
2420 * generally the NV extensions are preferred over the ATI ones, and this
2421 * extension is disabled if register_combiners and texture_shader2 are both
2422 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2423 * fragment processing support. */
2424 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2425 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2426 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2427 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2429 if (gl_info->supported[NV_HALF_FLOAT])
2431 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2432 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2434 if (gl_info->supported[ARB_POINT_SPRITE])
2436 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2440 gl_info->limits.point_sprite_units = 0;
2442 checkGLcall("extension detection");
2446 adapter->fragment_pipe = select_fragment_implementation(adapter);
2447 adapter->shader_backend = select_shader_backend(adapter);
2448 adapter->blitter = select_blit_implementation(adapter);
2450 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2451 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2452 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2454 /* In some cases the number of texture stages can be larger than the number
2455 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2456 * shaders), but 8 texture stages (register combiners). */
2457 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2459 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2461 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2462 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2463 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2464 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2465 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2466 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2467 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2468 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2469 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2470 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2471 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2472 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2473 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2474 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2475 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2476 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2477 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2478 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2479 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2483 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2485 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2486 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2487 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2488 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2489 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2490 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2491 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2492 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2493 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2494 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2495 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2496 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2497 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2498 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2499 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2500 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2501 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2503 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2505 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2506 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2508 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2510 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2512 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2514 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2518 /* MRTs are currently only supported when FBOs are used. */
2519 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2521 gl_info->limits.buffers = 1;
2524 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2525 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2526 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2528 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2529 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2531 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2532 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2533 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2534 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2535 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2536 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2537 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2538 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2540 /* Make sure there's an active HDC else the WGL extensions will fail */
2541 hdc = pwglGetCurrentDC();
2543 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2544 if(GL_EXTCALL(wglGetExtensionsStringARB))
2545 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2547 if (!WGL_Extensions)
2549 ERR(" WGL_Extensions returns NULL\n");
2553 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2554 while (*WGL_Extensions)
2559 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2560 Start = WGL_Extensions;
2561 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2563 len = WGL_Extensions - Start;
2564 if (!len || len >= sizeof(ThisExtn))
2567 memcpy(ThisExtn, Start, len);
2568 ThisExtn[len] = '\0';
2569 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2571 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2572 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2573 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2575 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2576 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2577 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2583 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2584 init_driver_info(driver_info, card_vendor, device);
2585 add_gl_compat_wrappers(gl_info);
2590 /**********************************************************
2591 * IWineD3D implementation follows
2592 **********************************************************/
2594 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2595 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2597 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2599 return This->adapter_count;
2602 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2604 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2609 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2610 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2612 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2614 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2618 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2621 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2622 of the same bpp but different resolutions */
2624 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2625 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2627 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2629 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2631 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2635 /* TODO: Store modes per adapter and read it from the adapter structure */
2638 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2639 UINT format_bits = format->byte_count * CHAR_BIT;
2644 memset(&mode, 0, sizeof(mode));
2645 mode.dmSize = sizeof(mode);
2647 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2651 if (format_id == WINED3DFMT_UNKNOWN)
2653 /* This is for D3D8, do not enumerate P8 here */
2654 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2656 else if (mode.dmBitsPerPel == format_bits)
2662 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2665 FIXME_(d3d_caps)("Adapter not primary display\n");
2670 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2671 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2672 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2674 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2676 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2677 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2679 /* Validate the parameters as much as possible */
2680 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2681 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2683 return WINED3DERR_INVALIDCALL;
2686 /* TODO: Store modes per adapter and read it from the adapter structure */
2689 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2690 UINT format_bits = format->byte_count * CHAR_BIT;
2696 ZeroMemory(&DevModeW, sizeof(DevModeW));
2697 DevModeW.dmSize = sizeof(DevModeW);
2699 /* If we are filtering to a specific format (D3D9), then need to skip
2700 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2701 just count through the ones with valid bit depths */
2702 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2704 if (format_id == WINED3DFMT_UNKNOWN)
2706 /* This is for D3D8, do not enumerate P8 here */
2707 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2709 else if (DevModeW.dmBitsPerPel == format_bits)
2717 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2718 return WINED3DERR_INVALIDCALL;
2722 /* Now get the display mode via the calculated index */
2723 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2724 pMode->Width = DevModeW.dmPelsWidth;
2725 pMode->Height = DevModeW.dmPelsHeight;
2726 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2727 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2728 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2730 if (format_id == WINED3DFMT_UNKNOWN)
2731 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2733 pMode->Format = format_id;
2737 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2738 return WINED3DERR_INVALIDCALL;
2741 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2742 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2743 DevModeW.dmBitsPerPel);
2748 FIXME_(d3d_caps)("Adapter not primary display\n");
2754 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2756 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2758 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2759 return WINED3DERR_INVALIDCALL;
2761 if (Adapter == 0) { /* Display */
2765 ZeroMemory(&DevModeW, sizeof(DevModeW));
2766 DevModeW.dmSize = sizeof(DevModeW);
2768 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2769 pMode->Width = DevModeW.dmPelsWidth;
2770 pMode->Height = DevModeW.dmPelsHeight;
2771 bpp = DevModeW.dmBitsPerPel;
2772 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2773 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2775 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2778 pMode->Format = pixelformat_for_depth(bpp);
2780 FIXME_(d3d_caps)("Adapter not primary display\n");
2783 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2784 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2788 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2789 and fields being inserted in the middle, a new structure is used in place */
2790 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2791 UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2793 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2794 struct wined3d_adapter *adapter;
2797 TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2799 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2800 return WINED3DERR_INVALIDCALL;
2803 adapter = &This->adapters[Adapter];
2805 /* Return the information requested */
2806 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2808 if (pIdentifier->driver_size)
2810 const char *name = adapter->driver_info.name;
2811 len = min(strlen(name), pIdentifier->driver_size - 1);
2812 memcpy(pIdentifier->driver, name, len);
2813 pIdentifier->driver[len] = '\0';
2816 if (pIdentifier->description_size)
2818 const char *description = adapter->driver_info.description;
2819 len = min(strlen(description), pIdentifier->description_size - 1);
2820 memcpy(pIdentifier->description, description, len);
2821 pIdentifier->description[len] = '\0';
2824 /* Note that d3d8 doesn't supply a device name. */
2825 if (pIdentifier->device_name_size)
2827 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2829 len = strlen(device_name);
2830 if (len >= pIdentifier->device_name_size)
2832 ERR("Device name size too small.\n");
2833 return WINED3DERR_INVALIDCALL;
2836 memcpy(pIdentifier->device_name, device_name, len);
2837 pIdentifier->device_name[len] = '\0';
2840 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2841 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2842 pIdentifier->vendor_id = adapter->driver_info.vendor;
2843 pIdentifier->device_id = adapter->driver_info.device;
2844 pIdentifier->subsystem_id = 0;
2845 pIdentifier->revision = 0;
2846 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2847 pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2848 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2849 pIdentifier->video_memory = adapter->TextureRam;
2854 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2855 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2857 short redSize, greenSize, blueSize, alphaSize, colorBits;
2862 /* Float formats need FBOs. If FBOs are used this function isn't called */
2863 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2865 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2866 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2868 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2872 if(cfg->redSize < redSize)
2875 if(cfg->greenSize < greenSize)
2878 if(cfg->blueSize < blueSize)
2881 if(cfg->alphaSize < alphaSize)
2887 /* Probably a RGBA_float or color index mode */
2891 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2892 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2894 short depthSize, stencilSize;
2895 BOOL lockable = FALSE;
2900 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2902 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2906 /* Float formats need FBOs. If FBOs are used this function isn't called */
2907 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2909 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2912 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2913 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2914 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2915 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2918 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2919 * allow more stencil bits than requested. */
2920 if(cfg->stencilSize < stencilSize)
2926 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2927 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2928 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2930 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2932 const WineD3D_PixelFormat *cfgs;
2933 const struct wined3d_adapter *adapter;
2934 const struct wined3d_format *rt_format;
2935 const struct wined3d_format *ds_format;
2938 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2940 DeviceType, debug_d3ddevicetype(DeviceType),
2941 AdapterFormat, debug_d3dformat(AdapterFormat),
2942 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2943 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2945 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2946 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2947 return WINED3DERR_INVALIDCALL;
2950 adapter = &This->adapters[Adapter];
2951 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2952 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2953 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2955 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2956 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2958 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2964 cfgs = adapter->cfgs;
2965 nCfgs = adapter->nCfgs;
2966 for (it = 0; it < nCfgs; ++it)
2968 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2970 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2972 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2978 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2980 return WINED3DERR_NOTAVAILABLE;
2983 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2984 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2985 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2987 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2988 const struct wined3d_adapter *adapter;
2989 const struct wined3d_format *format;
2991 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2994 DeviceType, debug_d3ddevicetype(DeviceType),
2995 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3000 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3001 return WINED3DERR_INVALIDCALL;
3004 /* TODO: handle Windowed, add more quality levels */
3006 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3007 if(pQualityLevels) *pQualityLevels = 1;
3011 /* By default multisampling is disabled right now as it causes issues
3012 * on some Nvidia driver versions and it doesn't work well in combination
3014 if(!wined3d_settings.allow_multisampling)
3015 return WINED3DERR_NOTAVAILABLE;
3017 adapter = &This->adapters[Adapter];
3018 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3019 if (!format) return WINED3DERR_INVALIDCALL;
3021 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3024 const WineD3D_PixelFormat *cfgs;
3026 cfgs = adapter->cfgs;
3027 nCfgs = adapter->nCfgs;
3028 for(i=0; i<nCfgs; i++) {
3029 if(cfgs[i].numSamples != MultiSampleType)
3032 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3035 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3038 *pQualityLevels = 1; /* Guess at a value! */
3042 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3044 short redSize, greenSize, blueSize, alphaSize, colorBits;
3046 const WineD3D_PixelFormat *cfgs;
3048 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3050 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3051 return WINED3DERR_NOTAVAILABLE;
3054 cfgs = adapter->cfgs;
3055 nCfgs = adapter->nCfgs;
3056 for(i=0; i<nCfgs; i++) {
3057 if(cfgs[i].numSamples != MultiSampleType)
3059 if(cfgs[i].redSize != redSize)
3061 if(cfgs[i].greenSize != greenSize)
3063 if(cfgs[i].blueSize != blueSize)
3065 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3066 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3068 if (cfgs[i].colorSize != (format->byte_count << 3))
3071 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3074 *pQualityLevels = 1; /* Guess at a value! */
3078 return WINED3DERR_NOTAVAILABLE;
3081 /* Check if we support bumpmapping for a format */
3082 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3084 /* Ask the fixed function pipeline implementation if it can deal
3085 * with the conversion. If we've got a GL extension giving native
3086 * support this will be an identity conversion. */
3087 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3088 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3091 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3092 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3093 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3097 /* Only allow depth/stencil formats */
3098 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3100 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3102 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3103 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3107 /* Walk through all WGL pixel formats to find a match */
3108 for (it = 0; it < adapter->nCfgs; ++it)
3110 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3111 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3113 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3124 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3126 /* The flags entry of a format contains the filtering capability */
3127 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3132 /* Check the render target capabilities of a format */
3133 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3134 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3136 /* Filter out non-RT formats */
3137 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3138 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3140 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3142 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3143 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3145 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3146 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3148 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3149 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3150 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3151 TRACE_(d3d_caps)("[FAILED]\n");
3155 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3156 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3157 for (it = 0; it < adapter->nCfgs; ++it)
3159 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3160 &cfgs[it], check_format))
3162 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3163 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3168 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3170 /* For now return TRUE for FBOs until we have some proper checks.
3171 * Note that this function will only be called when the format is around for texturing. */
3177 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3179 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3182 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3184 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3185 * doing the color fixup in shaders.
3186 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3187 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3189 int vs_selected_mode;
3190 int ps_selected_mode;
3191 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3193 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3194 TRACE_(d3d_caps)("[OK]\n");
3199 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3203 /* Check if a format support blending in combination with pixel shaders */
3204 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3205 const struct wined3d_format *format)
3207 /* The flags entry of a format contains the post pixel shader blending capability */
3208 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3213 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3215 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3216 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3217 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3218 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3219 * capability anyway.
3221 * For now lets report this on all formats, but in the future we may want to
3222 * restrict it to some should games need that
3227 /* Check if a texture format is supported on the given adapter */
3228 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3230 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3235 * supported: RGB(A) formats
3237 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3238 case WINED3DFMT_B8G8R8A8_UNORM:
3239 case WINED3DFMT_B8G8R8X8_UNORM:
3240 case WINED3DFMT_B5G6R5_UNORM:
3241 case WINED3DFMT_B5G5R5X1_UNORM:
3242 case WINED3DFMT_B5G5R5A1_UNORM:
3243 case WINED3DFMT_B4G4R4A4_UNORM:
3244 case WINED3DFMT_A8_UNORM:
3245 case WINED3DFMT_B4G4R4X4_UNORM:
3246 case WINED3DFMT_R8G8B8A8_UNORM:
3247 case WINED3DFMT_R8G8B8X8_UNORM:
3248 case WINED3DFMT_B10G10R10A2_UNORM:
3249 case WINED3DFMT_R10G10B10A2_UNORM:
3250 case WINED3DFMT_R16G16_UNORM:
3251 TRACE_(d3d_caps)("[OK]\n");
3254 case WINED3DFMT_B2G3R3_UNORM:
3255 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3259 * Not supported: Palettized
3260 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3261 * Since it is not widely available, don't offer it. Further no Windows driver offers
3262 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3264 case WINED3DFMT_P8_UINT:
3265 case WINED3DFMT_P8_UINT_A8_UNORM:
3269 * Supported: (Alpha)-Luminance
3271 case WINED3DFMT_L8_UNORM:
3272 case WINED3DFMT_L8A8_UNORM:
3273 case WINED3DFMT_L16_UNORM:
3274 TRACE_(d3d_caps)("[OK]\n");
3277 /* Not supported on Windows, thus disabled */
3278 case WINED3DFMT_L4A4_UNORM:
3279 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3283 * Supported: Depth/Stencil formats
3285 case WINED3DFMT_D16_LOCKABLE:
3286 case WINED3DFMT_D16_UNORM:
3287 case WINED3DFMT_S1_UINT_D15_UNORM:
3288 case WINED3DFMT_X8D24_UNORM:
3289 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3290 case WINED3DFMT_D24_UNORM_S8_UINT:
3291 case WINED3DFMT_S8_UINT_D24_FLOAT:
3292 case WINED3DFMT_D32_UNORM:
3293 case WINED3DFMT_D32_FLOAT:
3296 case WINED3DFMT_INTZ:
3297 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3298 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3303 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3304 * GL_NV_texture_shader). Emulated by shaders
3306 case WINED3DFMT_R8G8_SNORM:
3307 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3308 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3309 case WINED3DFMT_R8G8B8A8_SNORM:
3310 case WINED3DFMT_R16G16_SNORM:
3311 /* Ask the shader backend if it can deal with the conversion. If
3312 * we've got a GL extension giving native support this will be an
3313 * identity conversion. */
3314 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3316 TRACE_(d3d_caps)("[OK]\n");
3319 TRACE_(d3d_caps)("[FAILED]\n");
3322 case WINED3DFMT_DXT1:
3323 case WINED3DFMT_DXT2:
3324 case WINED3DFMT_DXT3:
3325 case WINED3DFMT_DXT4:
3326 case WINED3DFMT_DXT5:
3327 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3329 TRACE_(d3d_caps)("[OK]\n");
3332 TRACE_(d3d_caps)("[FAILED]\n");
3337 * Odd formats - not supported
3339 case WINED3DFMT_VERTEXDATA:
3340 case WINED3DFMT_R16_UINT:
3341 case WINED3DFMT_R32_UINT:
3342 case WINED3DFMT_R16G16B16A16_SNORM:
3343 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3344 case WINED3DFMT_R10G11B11_SNORM:
3345 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3349 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3351 case WINED3DFMT_R8G8_SNORM_Cx:
3352 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3356 case WINED3DFMT_UYVY:
3357 case WINED3DFMT_YUY2:
3358 if (gl_info->supported[APPLE_YCBCR_422])
3360 TRACE_(d3d_caps)("[OK]\n");
3363 TRACE_(d3d_caps)("[FAILED]\n");
3365 case WINED3DFMT_YV12:
3366 TRACE_(d3d_caps)("[FAILED]\n");
3370 case WINED3DFMT_R16G16B16A16_UNORM:
3371 case WINED3DFMT_B2G3R3A8_UNORM:
3372 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3375 /* Floating point formats */
3376 case WINED3DFMT_R16_FLOAT:
3377 case WINED3DFMT_R16G16_FLOAT:
3378 case WINED3DFMT_R16G16B16A16_FLOAT:
3379 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3381 TRACE_(d3d_caps)("[OK]\n");
3384 TRACE_(d3d_caps)("[FAILED]\n");
3387 case WINED3DFMT_R32_FLOAT:
3388 case WINED3DFMT_R32G32_FLOAT:
3389 case WINED3DFMT_R32G32B32A32_FLOAT:
3390 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3392 TRACE_(d3d_caps)("[OK]\n");
3395 TRACE_(d3d_caps)("[FAILED]\n");
3398 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3399 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3400 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3401 * We can do instancing with all shader versions, but we need vertex shaders.
3403 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3404 * to enable instancing. WineD3D doesn't need that and just ignores it.
3406 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3408 case WINED3DFMT_INST:
3409 TRACE("ATI Instancing check hack\n");
3410 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3412 TRACE_(d3d_caps)("[OK]\n");
3415 TRACE_(d3d_caps)("[FAILED]\n");
3418 /* Some weird FOURCC formats */
3419 case WINED3DFMT_R8G8_B8G8:
3420 case WINED3DFMT_G8R8_G8B8:
3421 case WINED3DFMT_MULTI2_ARGB8:
3422 TRACE_(d3d_caps)("[FAILED]\n");
3425 /* Vendor specific formats */
3426 case WINED3DFMT_ATI2N:
3427 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3428 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3430 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3431 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3433 TRACE_(d3d_caps)("[OK]\n");
3437 TRACE_(d3d_caps)("[OK]\n");
3440 TRACE_(d3d_caps)("[FAILED]\n");
3443 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3444 * format MAKEFOURCC('N','V','D','B') is used.
3445 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3446 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3449 case WINED3DFMT_NVDB:
3450 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3452 TRACE_(d3d_caps)("[OK]\n");
3455 TRACE_(d3d_caps)("[FAILED]\n");
3458 case WINED3DFMT_NVHU:
3459 case WINED3DFMT_NVHS:
3460 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3461 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3462 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3463 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3464 * Applications have to deal with not having NVHS and NVHU.
3466 TRACE_(d3d_caps)("[FAILED]\n");
3469 case WINED3DFMT_UNKNOWN:
3473 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3479 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3480 const struct wined3d_format *adapter_format,
3481 const struct wined3d_format *check_format,
3482 WINED3DSURFTYPE SurfaceType)
3484 if (SurfaceType == SURFACE_GDI)
3486 switch (check_format->id)
3488 case WINED3DFMT_B8G8R8_UNORM:
3489 case WINED3DFMT_B8G8R8A8_UNORM:
3490 case WINED3DFMT_B8G8R8X8_UNORM:
3491 case WINED3DFMT_B5G6R5_UNORM:
3492 case WINED3DFMT_B5G5R5X1_UNORM:
3493 case WINED3DFMT_B5G5R5A1_UNORM:
3494 case WINED3DFMT_B4G4R4A4_UNORM:
3495 case WINED3DFMT_B2G3R3_UNORM:
3496 case WINED3DFMT_A8_UNORM:
3497 case WINED3DFMT_B2G3R3A8_UNORM:
3498 case WINED3DFMT_B4G4R4X4_UNORM:
3499 case WINED3DFMT_R10G10B10A2_UNORM:
3500 case WINED3DFMT_R8G8B8A8_UNORM:
3501 case WINED3DFMT_R8G8B8X8_UNORM:
3502 case WINED3DFMT_R16G16_UNORM:
3503 case WINED3DFMT_B10G10R10A2_UNORM:
3504 case WINED3DFMT_R16G16B16A16_UNORM:
3505 case WINED3DFMT_P8_UINT:
3506 TRACE_(d3d_caps)("[OK]\n");
3509 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3514 /* All format that are supported for textures are supported for surfaces as well */
3515 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3516 /* All depth stencil formats are supported on surfaces */
3517 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3519 /* If opengl can't process the format natively, the blitter may be able to convert it */
3520 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3521 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3522 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3524 TRACE_(d3d_caps)("[OK]\n");
3528 /* Reject other formats */
3529 TRACE_(d3d_caps)("[FAILED]\n");
3533 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3534 const struct wined3d_format *format)
3536 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3539 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3540 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3541 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3543 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3544 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3545 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3546 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3547 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3548 DWORD UsageCaps = 0;
3550 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3553 DeviceType, debug_d3ddevicetype(DeviceType),
3554 AdapterFormat, debug_d3dformat(AdapterFormat),
3555 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3556 RType, debug_d3dresourcetype(RType),
3557 CheckFormat, debug_d3dformat(CheckFormat));
3559 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3560 return WINED3DERR_INVALIDCALL;
3565 case WINED3DRTYPE_CUBETEXTURE:
3566 /* Cubetexture allows:
3567 * - WINED3DUSAGE_AUTOGENMIPMAP
3568 * - WINED3DUSAGE_DEPTHSTENCIL
3569 * - WINED3DUSAGE_DYNAMIC
3570 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3571 * - WINED3DUSAGE_RENDERTARGET
3572 * - WINED3DUSAGE_SOFTWAREPROCESSING
3573 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3575 if (SurfaceType != SURFACE_OPENGL)
3577 TRACE_(d3d_caps)("[FAILED]\n");
3578 return WINED3DERR_NOTAVAILABLE;
3581 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3583 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3584 return WINED3DERR_NOTAVAILABLE;
3587 if (!CheckTextureCapability(adapter, format))
3589 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3590 return WINED3DERR_NOTAVAILABLE;
3593 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3595 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3596 /* When autogenmipmap isn't around continue and return
3597 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3598 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3600 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3603 /* Always report dynamic locking. */
3604 if (Usage & WINED3DUSAGE_DYNAMIC)
3605 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3607 if (Usage & WINED3DUSAGE_RENDERTARGET)
3609 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3611 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3612 return WINED3DERR_NOTAVAILABLE;
3614 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3617 /* Always report software processing. */
3618 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3619 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3621 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3623 if (!CheckFilterCapability(adapter, format))
3625 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3626 return WINED3DERR_NOTAVAILABLE;
3628 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3631 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3633 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3635 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3636 return WINED3DERR_NOTAVAILABLE;
3638 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3641 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3643 if (!CheckSrgbReadCapability(adapter, format))
3645 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3646 return WINED3DERR_NOTAVAILABLE;
3648 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3651 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3653 if (!CheckSrgbWriteCapability(adapter, format))
3655 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3656 return WINED3DERR_NOTAVAILABLE;
3658 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3661 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3663 if (!CheckVertexTextureCapability(adapter, format))
3665 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3666 return WINED3DERR_NOTAVAILABLE;
3668 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3671 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3673 if (!CheckWrapAndMipCapability(adapter, format))
3675 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3676 return WINED3DERR_NOTAVAILABLE;
3678 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3682 case WINED3DRTYPE_SURFACE:
3684 * - WINED3DUSAGE_DEPTHSTENCIL
3685 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3686 * - WINED3DUSAGE_RENDERTARGET
3688 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3690 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3691 return WINED3DERR_NOTAVAILABLE;
3694 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3696 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3698 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3699 return WINED3DERR_NOTAVAILABLE;
3701 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3704 if (Usage & WINED3DUSAGE_RENDERTARGET)
3706 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3708 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3709 return WINED3DERR_NOTAVAILABLE;
3711 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3714 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3716 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3718 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3719 return WINED3DERR_NOTAVAILABLE;
3721 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3725 case WINED3DRTYPE_TEXTURE:
3727 * - WINED3DUSAGE_AUTOGENMIPMAP
3728 * - WINED3DUSAGE_DEPTHSTENCIL
3729 * - WINED3DUSAGE_DMAP
3730 * - WINED3DUSAGE_DYNAMIC
3731 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3732 * - WINED3DUSAGE_RENDERTARGET
3733 * - WINED3DUSAGE_SOFTWAREPROCESSING
3734 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3735 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3737 if (SurfaceType != SURFACE_OPENGL)
3739 TRACE_(d3d_caps)("[FAILED]\n");
3740 return WINED3DERR_NOTAVAILABLE;
3743 if (!CheckTextureCapability(adapter, format))
3745 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3746 return WINED3DERR_NOTAVAILABLE;
3749 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3751 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3752 /* When autogenmipmap isn't around continue and return
3753 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3754 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3756 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3759 /* Always report dynamic locking. */
3760 if (Usage & WINED3DUSAGE_DYNAMIC)
3761 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3763 if (Usage & WINED3DUSAGE_RENDERTARGET)
3765 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3767 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3768 return WINED3DERR_NOTAVAILABLE;
3770 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3773 /* Always report software processing. */
3774 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3775 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3777 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3779 if (!CheckFilterCapability(adapter, format))
3781 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3782 return WINED3DERR_NOTAVAILABLE;
3784 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3787 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3789 if (!CheckBumpMapCapability(adapter, format))
3791 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3792 return WINED3DERR_NOTAVAILABLE;
3794 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3797 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3799 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3801 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3802 return WINED3DERR_NOTAVAILABLE;
3804 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3807 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3809 if (!CheckSrgbReadCapability(adapter, format))
3811 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3812 return WINED3DERR_NOTAVAILABLE;
3814 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3817 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3819 if (!CheckSrgbWriteCapability(adapter, format))
3821 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3822 return WINED3DERR_NOTAVAILABLE;
3824 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3827 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3829 if (!CheckVertexTextureCapability(adapter, format))
3831 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3832 return WINED3DERR_NOTAVAILABLE;
3834 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3837 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3839 if (!CheckWrapAndMipCapability(adapter, format))
3841 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3842 return WINED3DERR_NOTAVAILABLE;
3844 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3847 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3849 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3851 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3852 return WINED3DERR_NOTAVAILABLE;
3854 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3856 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3857 return WINED3DERR_NOTAVAILABLE;
3859 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3863 case WINED3DRTYPE_VOLUMETEXTURE:
3864 case WINED3DRTYPE_VOLUME:
3865 /* Volume is to VolumeTexture what Surface is to Texture, but its
3866 * usage caps are not documented. Most driver seem to offer
3867 * (nearly) the same on Volume and VolumeTexture, so do that too.
3869 * Volumetexture allows:
3870 * - D3DUSAGE_DYNAMIC
3871 * - D3DUSAGE_NONSECURE (d3d9ex)
3872 * - D3DUSAGE_SOFTWAREPROCESSING
3873 * - D3DUSAGE_QUERY_WRAPANDMIP
3875 if (SurfaceType != SURFACE_OPENGL)
3877 TRACE_(d3d_caps)("[FAILED]\n");
3878 return WINED3DERR_NOTAVAILABLE;
3881 if (!gl_info->supported[EXT_TEXTURE3D])
3883 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3884 return WINED3DERR_NOTAVAILABLE;
3887 if (!CheckTextureCapability(adapter, format))
3889 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3890 return WINED3DERR_NOTAVAILABLE;
3893 /* Filter formats that need conversion; For one part, this
3894 * conversion is unimplemented, and volume textures are huge, so
3895 * it would be a big performance hit. Unless we hit an application
3896 * needing one of those formats, don't advertize them to avoid
3897 * leading applications into temptation. The windows drivers don't
3898 * support most of those formats on volumes anyway, except for
3899 * WINED3DFMT_R32_FLOAT. */
3900 switch (CheckFormat)
3902 case WINED3DFMT_P8_UINT:
3903 case WINED3DFMT_L4A4_UNORM:
3904 case WINED3DFMT_R32_FLOAT:
3905 case WINED3DFMT_R16_FLOAT:
3906 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3907 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3908 case WINED3DFMT_R16G16_UNORM:
3909 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3910 return WINED3DERR_NOTAVAILABLE;
3912 case WINED3DFMT_R8G8B8A8_SNORM:
3913 case WINED3DFMT_R16G16_SNORM:
3914 if (!gl_info->supported[NV_TEXTURE_SHADER])
3916 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3917 return WINED3DERR_NOTAVAILABLE;
3921 case WINED3DFMT_R8G8_SNORM:
3922 if (!gl_info->supported[NV_TEXTURE_SHADER])
3924 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3925 return WINED3DERR_NOTAVAILABLE;
3929 case WINED3DFMT_DXT1:
3930 case WINED3DFMT_DXT2:
3931 case WINED3DFMT_DXT3:
3932 case WINED3DFMT_DXT4:
3933 case WINED3DFMT_DXT5:
3934 /* The GL_EXT_texture_compression_s3tc spec requires that
3935 * loading an s3tc compressed texture results in an error.
3936 * While the D3D refrast does support s3tc volumes, at
3937 * least the nvidia windows driver does not, so we're free
3938 * not to support this format. */
3939 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3940 return WINED3DERR_NOTAVAILABLE;
3943 /* Do nothing, continue with checking the format below */
3947 /* Always report dynamic locking. */
3948 if (Usage & WINED3DUSAGE_DYNAMIC)
3949 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3951 /* Always report software processing. */
3952 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3953 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3955 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3957 if (!CheckFilterCapability(adapter, format))
3959 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3960 return WINED3DERR_NOTAVAILABLE;
3962 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3965 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3967 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3969 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3970 return WINED3DERR_NOTAVAILABLE;
3972 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3975 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3977 if (!CheckSrgbReadCapability(adapter, format))
3979 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3980 return WINED3DERR_NOTAVAILABLE;
3982 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3985 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3987 if (!CheckSrgbWriteCapability(adapter, format))
3989 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3992 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3995 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3997 if (!CheckVertexTextureCapability(adapter, format))
3999 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4000 return WINED3DERR_NOTAVAILABLE;
4002 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4005 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4007 if (!CheckWrapAndMipCapability(adapter, format))
4009 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4010 return WINED3DERR_NOTAVAILABLE;
4012 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4017 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4018 return WINED3DERR_NOTAVAILABLE;
4021 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4022 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4023 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4024 if (UsageCaps == Usage)
4026 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4027 return WINED3DOK_NOAUTOGEN;
4029 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4030 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4032 return WINED3DERR_NOTAVAILABLE;
4035 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4036 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4038 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4039 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4040 debug_d3dformat(dst_format));
4045 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4046 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4051 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4052 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4053 debug_d3dformat(backbuffer_format), windowed);
4055 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4057 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4058 return WINED3DERR_INVALIDCALL;
4061 /* The task of this function is to check whether a certain display / backbuffer format
4062 * combination is available on the given adapter. In fullscreen mode microsoft specified
4063 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4064 * and display format should match exactly.
4065 * In windowed mode format conversion can occur and this depends on the driver. When format
4066 * conversion is done, this function should nevertheless fail and applications need to use
4067 * CheckDeviceFormatConversion.
4068 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4070 /* There are only 4 display formats. */
4071 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4072 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4073 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4074 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4076 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4077 return WINED3DERR_NOTAVAILABLE;
4080 /* If the requested display format is not available, don't continue. */
4081 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4084 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4085 return WINED3DERR_NOTAVAILABLE;
4088 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4089 * it means 'reuse' the display format for the backbuffer. */
4090 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4092 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4093 return WINED3DERR_NOTAVAILABLE;
4096 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4097 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4098 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4100 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4101 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4102 return WINED3DERR_NOTAVAILABLE;
4105 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4106 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4107 * WINED3DFMT_B5G5R5A1_UNORM. */
4108 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4109 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4111 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4112 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4113 return WINED3DERR_NOTAVAILABLE;
4116 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4117 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4118 * WINED3DFMT_B8G8R8A8_UNORM. */
4119 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4120 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4122 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4123 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4124 return WINED3DERR_NOTAVAILABLE;
4127 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4128 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4129 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4130 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4132 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4133 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4134 return WINED3DERR_NOTAVAILABLE;
4137 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4138 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4139 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4141 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4142 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4147 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4148 subset of a D3DCAPS9 structure. However, it has to come via a void *
4149 as the d3d8 interface cannot import the d3d9 header */
4150 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4152 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4153 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4154 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4155 int vs_selected_mode;
4156 int ps_selected_mode;
4157 struct shader_caps shader_caps;
4158 struct fragment_caps fragment_caps;
4159 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4161 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4163 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4164 return WINED3DERR_INVALIDCALL;
4167 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4169 /* ------------------------------------------------
4170 The following fields apply to both d3d8 and d3d9
4171 ------------------------------------------------ */
4172 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4173 pCaps->AdapterOrdinal = Adapter;
4176 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4177 WINED3DCAPS2_FULLSCREENGAMMA |
4178 WINED3DCAPS2_DYNAMICTEXTURES;
4179 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4181 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4184 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4185 WINED3DCAPS3_COPY_TO_VIDMEM |
4186 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4188 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4189 WINED3DPRESENT_INTERVAL_ONE;
4191 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4192 WINED3DCURSORCAPS_LOWRES;
4194 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4195 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4196 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4197 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4198 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4199 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4200 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4201 WINED3DDEVCAPS_PUREDEVICE |
4202 WINED3DDEVCAPS_HWRASTERIZATION |
4203 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4204 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4205 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4206 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4207 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4208 WINED3DDEVCAPS_RTPATCHES;
4210 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4211 WINED3DPMISCCAPS_CULLCCW |
4212 WINED3DPMISCCAPS_CULLCW |
4213 WINED3DPMISCCAPS_COLORWRITEENABLE |
4214 WINED3DPMISCCAPS_CLIPTLVERTS |
4215 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4216 WINED3DPMISCCAPS_MASKZ |
4217 WINED3DPMISCCAPS_BLENDOP |
4218 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4220 WINED3DPMISCCAPS_NULLREFERENCE
4221 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4222 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4223 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4225 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4226 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4227 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4228 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4230 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4231 WINED3DPRASTERCAPS_PAT |
4232 WINED3DPRASTERCAPS_WFOG |
4233 WINED3DPRASTERCAPS_ZFOG |
4234 WINED3DPRASTERCAPS_FOGVERTEX |
4235 WINED3DPRASTERCAPS_FOGTABLE |
4236 WINED3DPRASTERCAPS_STIPPLE |
4237 WINED3DPRASTERCAPS_SUBPIXEL |
4238 WINED3DPRASTERCAPS_ZTEST |
4239 WINED3DPRASTERCAPS_SCISSORTEST |
4240 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4241 WINED3DPRASTERCAPS_DEPTHBIAS;
4243 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4245 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4246 WINED3DPRASTERCAPS_ZBIAS |
4247 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4249 if (gl_info->supported[NV_FOG_DISTANCE])
4251 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4254 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4255 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4256 WINED3DPRASTERCAPS_ANTIALIASEDGES
4257 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4258 WINED3DPRASTERCAPS_WBUFFER */
4260 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4261 WINED3DPCMPCAPS_EQUAL |
4262 WINED3DPCMPCAPS_GREATER |
4263 WINED3DPCMPCAPS_GREATEREQUAL |
4264 WINED3DPCMPCAPS_LESS |
4265 WINED3DPCMPCAPS_LESSEQUAL |
4266 WINED3DPCMPCAPS_NEVER |
4267 WINED3DPCMPCAPS_NOTEQUAL;
4269 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4270 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4271 WINED3DPBLENDCAPS_DESTALPHA |
4272 WINED3DPBLENDCAPS_DESTCOLOR |
4273 WINED3DPBLENDCAPS_INVDESTALPHA |
4274 WINED3DPBLENDCAPS_INVDESTCOLOR |
4275 WINED3DPBLENDCAPS_INVSRCALPHA |
4276 WINED3DPBLENDCAPS_INVSRCCOLOR |
4277 WINED3DPBLENDCAPS_ONE |
4278 WINED3DPBLENDCAPS_SRCALPHA |
4279 WINED3DPBLENDCAPS_SRCALPHASAT |
4280 WINED3DPBLENDCAPS_SRCCOLOR |
4281 WINED3DPBLENDCAPS_ZERO;
4283 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4284 WINED3DPBLENDCAPS_DESTCOLOR |
4285 WINED3DPBLENDCAPS_INVDESTALPHA |
4286 WINED3DPBLENDCAPS_INVDESTCOLOR |
4287 WINED3DPBLENDCAPS_INVSRCALPHA |
4288 WINED3DPBLENDCAPS_INVSRCCOLOR |
4289 WINED3DPBLENDCAPS_ONE |
4290 WINED3DPBLENDCAPS_SRCALPHA |
4291 WINED3DPBLENDCAPS_SRCCOLOR |
4292 WINED3DPBLENDCAPS_ZERO;
4293 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4294 * according to the glBlendFunc manpage
4296 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4297 * legacy settings for srcblend only
4300 if (gl_info->supported[EXT_BLEND_COLOR])
4302 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4303 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4307 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4308 WINED3DPCMPCAPS_EQUAL |
4309 WINED3DPCMPCAPS_GREATER |
4310 WINED3DPCMPCAPS_GREATEREQUAL |
4311 WINED3DPCMPCAPS_LESS |
4312 WINED3DPCMPCAPS_LESSEQUAL |
4313 WINED3DPCMPCAPS_NEVER |
4314 WINED3DPCMPCAPS_NOTEQUAL;
4316 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4317 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4318 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4319 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4320 WINED3DPSHADECAPS_COLORFLATRGB |
4321 WINED3DPSHADECAPS_FOGFLAT |
4322 WINED3DPSHADECAPS_FOGGOURAUD |
4323 WINED3DPSHADECAPS_SPECULARFLATRGB;
4325 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4326 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4327 WINED3DPTEXTURECAPS_TRANSPARENCY |
4328 WINED3DPTEXTURECAPS_BORDER |
4329 WINED3DPTEXTURECAPS_MIPMAP |
4330 WINED3DPTEXTURECAPS_PROJECTED |
4331 WINED3DPTEXTURECAPS_PERSPECTIVE;
4333 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4335 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4336 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4339 if (gl_info->supported[EXT_TEXTURE3D])
4341 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4342 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4343 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4346 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4348 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4349 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4350 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4354 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4355 WINED3DPTFILTERCAPS_MAGFPOINT |
4356 WINED3DPTFILTERCAPS_MINFLINEAR |
4357 WINED3DPTFILTERCAPS_MINFPOINT |
4358 WINED3DPTFILTERCAPS_MIPFLINEAR |
4359 WINED3DPTFILTERCAPS_MIPFPOINT |
4360 WINED3DPTFILTERCAPS_LINEAR |
4361 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4362 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4363 WINED3DPTFILTERCAPS_MIPLINEAR |
4364 WINED3DPTFILTERCAPS_MIPNEAREST |
4365 WINED3DPTFILTERCAPS_NEAREST;
4367 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4369 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4370 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4373 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4375 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4376 WINED3DPTFILTERCAPS_MAGFPOINT |
4377 WINED3DPTFILTERCAPS_MINFLINEAR |
4378 WINED3DPTFILTERCAPS_MINFPOINT |
4379 WINED3DPTFILTERCAPS_MIPFLINEAR |
4380 WINED3DPTFILTERCAPS_MIPFPOINT |
4381 WINED3DPTFILTERCAPS_LINEAR |
4382 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4383 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4384 WINED3DPTFILTERCAPS_MIPLINEAR |
4385 WINED3DPTFILTERCAPS_MIPNEAREST |
4386 WINED3DPTFILTERCAPS_NEAREST;
4388 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4390 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4391 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4394 pCaps->CubeTextureFilterCaps = 0;
4396 if (gl_info->supported[EXT_TEXTURE3D])
4398 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4399 WINED3DPTFILTERCAPS_MAGFPOINT |
4400 WINED3DPTFILTERCAPS_MINFLINEAR |
4401 WINED3DPTFILTERCAPS_MINFPOINT |
4402 WINED3DPTFILTERCAPS_MIPFLINEAR |
4403 WINED3DPTFILTERCAPS_MIPFPOINT |
4404 WINED3DPTFILTERCAPS_LINEAR |
4405 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4406 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4407 WINED3DPTFILTERCAPS_MIPLINEAR |
4408 WINED3DPTFILTERCAPS_MIPNEAREST |
4409 WINED3DPTFILTERCAPS_NEAREST;
4411 pCaps->VolumeTextureFilterCaps = 0;
4413 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4414 WINED3DPTADDRESSCAPS_CLAMP |
4415 WINED3DPTADDRESSCAPS_WRAP;
4417 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4419 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4421 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4423 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4425 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4427 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4430 if (gl_info->supported[EXT_TEXTURE3D])
4432 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4433 WINED3DPTADDRESSCAPS_CLAMP |
4434 WINED3DPTADDRESSCAPS_WRAP;
4435 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4437 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4439 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4441 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4443 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4445 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4448 pCaps->VolumeTextureAddressCaps = 0;
4450 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4451 WINED3DLINECAPS_ZTEST |
4452 WINED3DLINECAPS_BLEND |
4453 WINED3DLINECAPS_ALPHACMP |
4454 WINED3DLINECAPS_FOG;
4455 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4456 * idea how generating the smoothing alpha values works; the result is different
4459 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4460 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4462 if (gl_info->supported[EXT_TEXTURE3D])
4463 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4465 pCaps->MaxVolumeExtent = 0;
4467 pCaps->MaxTextureRepeat = 32768;
4468 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4469 pCaps->MaxVertexW = 1.0f;
4471 pCaps->GuardBandLeft = 0.0f;
4472 pCaps->GuardBandTop = 0.0f;
4473 pCaps->GuardBandRight = 0.0f;
4474 pCaps->GuardBandBottom = 0.0f;
4476 pCaps->ExtentsAdjust = 0.0f;
4478 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4479 WINED3DSTENCILCAPS_INCRSAT |
4480 WINED3DSTENCILCAPS_INVERT |
4481 WINED3DSTENCILCAPS_KEEP |
4482 WINED3DSTENCILCAPS_REPLACE |
4483 WINED3DSTENCILCAPS_ZERO;
4484 if (gl_info->supported[EXT_STENCIL_WRAP])
4486 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4487 WINED3DSTENCILCAPS_INCR;
4489 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4491 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4494 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4496 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4497 pCaps->MaxActiveLights = gl_info->limits.lights;
4499 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4500 pCaps->MaxVertexBlendMatrixIndex = 0;
4502 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4503 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4506 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4507 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4508 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4509 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4510 WINED3DVTXPCAPS_LOCALVIEWER |
4511 WINED3DVTXPCAPS_VERTEXFOG |
4512 WINED3DVTXPCAPS_TEXGEN;
4514 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4515 pCaps->MaxVertexIndex = 0xFFFFF;
4516 pCaps->MaxStreams = MAX_STREAMS;
4517 pCaps->MaxStreamStride = 1024;
4519 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4520 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4521 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4522 pCaps->MaxNpatchTessellationLevel = 0;
4523 pCaps->MasterAdapterOrdinal = 0;
4524 pCaps->AdapterOrdinalInGroup = 0;
4525 pCaps->NumberOfAdaptersInGroup = 1;
4527 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4529 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4530 WINED3DPTFILTERCAPS_MAGFPOINT |
4531 WINED3DPTFILTERCAPS_MINFLINEAR |
4532 WINED3DPTFILTERCAPS_MAGFLINEAR;
4533 pCaps->VertexTextureFilterCaps = 0;
4535 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4536 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4538 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4539 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4541 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4542 * Ignore shader model capabilities if disabled in config
4544 if(vs_selected_mode == SHADER_NONE) {
4545 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4546 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4547 pCaps->MaxVertexShaderConst = 0;
4549 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4550 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4553 if(ps_selected_mode == SHADER_NONE) {
4554 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4555 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4556 pCaps->PixelShader1xMaxValue = 0.0f;
4558 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4559 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4562 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4563 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4564 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4566 /* The following caps are shader specific, but they are things we cannot detect, or which
4567 * are the same among all shader models. So to avoid code duplication set the shader version
4568 * specific, but otherwise constant caps here
4570 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4571 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4572 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4573 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4574 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4575 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4576 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4578 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4579 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4581 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4583 pCaps->VS20Caps.Caps = 0;
4584 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4585 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4586 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4588 pCaps->MaxVShaderInstructionsExecuted = 65535;
4589 pCaps->MaxVertexShader30InstructionSlots = 0;
4590 } else { /* VS 1.x */
4591 pCaps->VS20Caps.Caps = 0;
4592 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4593 pCaps->VS20Caps.NumTemps = 0;
4594 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4596 pCaps->MaxVShaderInstructionsExecuted = 0;
4597 pCaps->MaxVertexShader30InstructionSlots = 0;
4600 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4601 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4602 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4604 /* 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 */
4605 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4606 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4607 WINED3DPS20CAPS_PREDICATION |
4608 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4609 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4610 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4611 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4612 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4613 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4615 pCaps->MaxPShaderInstructionsExecuted = 65535;
4616 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4617 adapter->gl_info.limits.arb_ps_instructions);
4619 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4621 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4622 pCaps->PS20Caps.Caps = 0;
4623 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4624 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4625 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4626 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4628 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4629 pCaps->MaxPixelShader30InstructionSlots = 0;
4630 } else { /* PS 1.x */
4631 pCaps->PS20Caps.Caps = 0;
4632 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4633 pCaps->PS20Caps.NumTemps = 0;
4634 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4635 pCaps->PS20Caps.NumInstructionSlots = 0;
4637 pCaps->MaxPShaderInstructionsExecuted = 0;
4638 pCaps->MaxPixelShader30InstructionSlots = 0;
4641 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4642 /* OpenGL supports all the formats below, perhaps not always
4643 * without conversion, but it supports them.
4644 * Further GLSL doesn't seem to have an official unsigned type so
4645 * don't advertise it yet as I'm not sure how we handle it.
4646 * We might need to add some clamping in the shader engine to
4648 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4649 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4650 WINED3DDTCAPS_UBYTE4N |
4651 WINED3DDTCAPS_SHORT2N |
4652 WINED3DDTCAPS_SHORT4N;
4653 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4655 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4656 WINED3DDTCAPS_FLOAT16_4;
4659 pCaps->DeclTypes = 0;
4661 /* Set DirectDraw helper Caps */
4662 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4663 WINEDDCKEYCAPS_SRCBLT;
4664 fx_caps = WINEDDFXCAPS_BLTALPHA |
4665 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4666 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4667 WINEDDFXCAPS_BLTROTATION90 |
4668 WINEDDFXCAPS_BLTSHRINKX |
4669 WINEDDFXCAPS_BLTSHRINKXN |
4670 WINEDDFXCAPS_BLTSHRINKY |
4671 WINEDDFXCAPS_BLTSHRINKXN |
4672 WINEDDFXCAPS_BLTSTRETCHX |
4673 WINEDDFXCAPS_BLTSTRETCHXN |
4674 WINEDDFXCAPS_BLTSTRETCHY |
4675 WINEDDFXCAPS_BLTSTRETCHYN;
4676 blit_caps = WINEDDCAPS_BLT |
4677 WINEDDCAPS_BLTCOLORFILL |
4678 WINEDDCAPS_BLTDEPTHFILL |
4679 WINEDDCAPS_BLTSTRETCH |
4680 WINEDDCAPS_CANBLTSYSMEM |
4681 WINEDDCAPS_CANCLIP |
4682 WINEDDCAPS_CANCLIPSTRETCHED |
4683 WINEDDCAPS_COLORKEY |
4684 WINEDDCAPS_COLORKEYHWASSIST |
4685 WINEDDCAPS_ALIGNBOUNDARYSRC;
4686 pal_caps = WINEDDPCAPS_8BIT |
4687 WINEDDPCAPS_PRIMARYSURFACE;
4689 /* Fill the ddraw caps structure */
4690 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4691 WINEDDCAPS_PALETTE |
4693 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4694 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4695 WINEDDCAPS2_PRIMARYGAMMA |
4696 WINEDDCAPS2_WIDESURFACES |
4697 WINEDDCAPS2_CANRENDERWINDOWED;
4698 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4699 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4700 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4701 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4702 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4703 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4704 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4705 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4706 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4707 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4708 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4709 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4711 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4712 WINEDDSCAPS_BACKBUFFER |
4714 WINEDDSCAPS_FRONTBUFFER |
4715 WINEDDSCAPS_OFFSCREENPLAIN |
4716 WINEDDSCAPS_PALETTE |
4717 WINEDDSCAPS_PRIMARYSURFACE |
4718 WINEDDSCAPS_SYSTEMMEMORY |
4719 WINEDDSCAPS_VIDEOMEMORY |
4720 WINEDDSCAPS_VISIBLE;
4721 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4723 /* Set D3D caps if OpenGL is available. */
4724 if (adapter->opengl)
4726 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4727 WINEDDSCAPS_MIPMAP |
4728 WINEDDSCAPS_TEXTURE |
4729 WINEDDSCAPS_ZBUFFER;
4730 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4736 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4737 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4739 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4740 IWineD3DDeviceImpl *object;
4743 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4744 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4746 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4747 * number and create a device without a 3D adapter for 2D only operation. */
4748 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4750 return WINED3DERR_INVALIDCALL;
4753 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4756 ERR("Failed to allocate device memory.\n");
4757 return E_OUTOFMEMORY;
4760 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4763 WARN("Failed to initialize device, hr %#x.\n", hr);
4764 HeapFree(GetProcessHeap(), 0, object);
4768 TRACE("Created device %p.\n", object);
4769 *device = (IWineD3DDevice *)object;
4771 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4776 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4778 TRACE("iface %p.\n", iface);
4780 return ((IWineD3DImpl *)iface)->parent;
4783 static void WINE_GLAPI invalid_func(const void *data)
4785 ERR("Invalid vertex attribute function called\n");
4789 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4791 ERR("Invalid texcoord function called\n");
4795 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4796 * the extension detection and are used in drawStridedSlow
4798 static void WINE_GLAPI position_d3dcolor(const void *data)
4800 DWORD pos = *((const DWORD *)data);
4802 FIXME("Add a test for fixed function position from d3dcolor type\n");
4803 glVertex4s(D3DCOLOR_B_R(pos),
4809 static void WINE_GLAPI position_float4(const void *data)
4811 const GLfloat *pos = data;
4813 if (pos[3] != 0.0f && pos[3] != 1.0f)
4815 float w = 1.0f / pos[3];
4817 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4825 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4827 DWORD diffuseColor = *((const DWORD *)data);
4829 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4830 D3DCOLOR_B_G(diffuseColor),
4831 D3DCOLOR_B_B(diffuseColor),
4832 D3DCOLOR_B_A(diffuseColor));
4835 static void WINE_GLAPI specular_d3dcolor(const void *data)
4837 DWORD specularColor = *((const DWORD *)data);
4838 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4839 D3DCOLOR_B_G(specularColor),
4840 D3DCOLOR_B_B(specularColor)};
4842 specular_func_3ubv(d);
4845 static void WINE_GLAPI warn_no_specular_func(const void *data)
4847 WARN("GL_EXT_secondary_color not supported\n");
4850 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4852 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4853 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4854 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4855 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4856 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4857 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4860 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4864 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4866 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4867 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4868 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4870 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4872 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4873 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4874 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4875 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4876 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4878 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4879 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4880 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4881 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4882 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4883 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4884 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4885 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4886 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4888 /* No 4 component entry points here */
4889 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4890 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4891 if (gl_info->supported[EXT_SECONDARY_COLOR])
4893 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4897 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4899 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4900 if (gl_info->supported[EXT_SECONDARY_COLOR])
4902 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4903 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4907 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4909 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4916 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4918 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4919 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4920 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4922 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4923 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4925 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4928 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4929 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4939 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4940 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4941 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4958 if (gl_info->supported[NV_HALF_FLOAT])
4960 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4969 /* Do not call while under the GL lock. */
4970 static BOOL InitAdapters(IWineD3DImpl *This)
4972 static HMODULE mod_gl;
4974 int ps_selected_mode, vs_selected_mode;
4976 /* No need to hold any lock. The calling library makes sure only one thread calls
4977 * wined3d simultaneously
4980 TRACE("Initializing adapters\n");
4983 #ifdef USE_WIN32_OPENGL
4984 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4985 mod_gl = LoadLibraryA("opengl32.dll");
4987 ERR("Can't load opengl32.dll!\n");
4991 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4992 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4993 mod_gl = GetModuleHandleA("gdi32.dll");
4997 /* Load WGL core functions from opengl32.dll */
4998 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5002 if(!pwglGetProcAddress) {
5003 ERR("Unable to load wglGetProcAddress!\n");
5007 /* Dynamically load all GL core functions */
5011 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5012 * otherwise because we have to use winex11.drv's override
5014 #ifdef USE_WIN32_OPENGL
5015 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5016 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5018 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5019 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5022 glEnableWINE = glEnable;
5023 glDisableWINE = glDisable;
5025 /* For now only one default adapter */
5027 struct wined3d_adapter *adapter = &This->adapters[0];
5028 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5029 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5033 WineD3D_PixelFormat *cfgs;
5034 DISPLAY_DEVICEW DisplayDevice;
5037 TRACE("Initializing default adapter\n");
5038 adapter->ordinal = 0;
5039 adapter->monitorPoint.x = -1;
5040 adapter->monitorPoint.y = -1;
5042 if (!AllocateLocallyUniqueId(&adapter->luid))
5044 DWORD err = GetLastError();
5045 ERR("Failed to set adapter LUID (%#x).\n", err);
5048 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5049 adapter->luid.HighPart, adapter->luid.LowPart);
5051 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5053 ERR("Failed to get a gl context for default adapter\n");
5057 ret = IWineD3DImpl_FillGLCaps(adapter);
5059 ERR("Failed to initialize gl caps for default adapter\n");
5060 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5063 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5065 ERR("Failed to init gl formats\n");
5066 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5070 hdc = fake_gl_ctx.dc;
5072 adapter->TextureRam = adapter->driver_info.vidmem;
5073 adapter->UsedTextureRam = 0;
5074 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5076 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5077 DisplayDevice.cb = sizeof(DisplayDevice);
5078 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5079 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5080 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5082 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5089 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5090 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5092 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5093 cfgs = adapter->cfgs;
5094 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5095 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5096 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5097 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5098 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5099 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5100 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5101 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5102 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5103 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5104 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5106 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5108 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5113 /* Cache the pixel format */
5114 cfgs->iPixelFormat = iPixelFormat;
5115 cfgs->redSize = values[0];
5116 cfgs->greenSize = values[1];
5117 cfgs->blueSize = values[2];
5118 cfgs->alphaSize = values[3];
5119 cfgs->colorSize = values[4];
5120 cfgs->depthSize = values[5];
5121 cfgs->stencilSize = values[6];
5122 cfgs->windowDrawable = values[7];
5123 cfgs->iPixelType = values[8];
5124 cfgs->doubleBuffer = values[9];
5125 cfgs->auxBuffers = values[10];
5127 cfgs->numSamples = 0;
5128 /* Check multisample support */
5129 if (gl_info->supported[ARB_MULTISAMPLE])
5131 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5133 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5134 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5135 * value[1] = number of multi sample buffers*/
5137 cfgs->numSamples = value[1];
5141 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5142 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5143 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5144 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5145 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5151 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5152 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5153 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5155 cfgs = adapter->cfgs;
5156 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5158 PIXELFORMATDESCRIPTOR ppfd;
5160 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5164 /* We only want HW acceleration using an OpenGL ICD driver.
5165 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5166 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5168 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5170 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5174 cfgs->iPixelFormat = iPixelFormat;
5175 cfgs->redSize = ppfd.cRedBits;
5176 cfgs->greenSize = ppfd.cGreenBits;
5177 cfgs->blueSize = ppfd.cBlueBits;
5178 cfgs->alphaSize = ppfd.cAlphaBits;
5179 cfgs->colorSize = ppfd.cColorBits;
5180 cfgs->depthSize = ppfd.cDepthBits;
5181 cfgs->stencilSize = ppfd.cStencilBits;
5182 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5183 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5184 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5185 cfgs->auxBuffers = ppfd.cAuxBuffers;
5186 cfgs->numSamples = 0;
5188 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5189 "depth=%d, stencil=%d, windowDrawable=%d\n",
5190 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5191 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5192 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5197 /* 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 */
5200 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5202 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5203 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5208 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5209 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5210 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5211 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5212 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5213 * driver is allowed to consume more bits EXCEPT for stencil bits.
5215 * Mark an adapter with this broken stencil behavior.
5217 adapter->brokenStencil = TRUE;
5218 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5220 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5221 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5222 adapter->brokenStencil = FALSE;
5227 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5229 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5230 fillGLAttribFuncs(&adapter->gl_info);
5231 adapter->opengl = TRUE;
5233 This->adapter_count = 1;
5234 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5239 /* Initialize an adapter for ddraw-only memory counting */
5240 memset(This->adapters, 0, sizeof(This->adapters));
5241 This->adapters[0].ordinal = 0;
5242 This->adapters[0].opengl = FALSE;
5243 This->adapters[0].monitorPoint.x = -1;
5244 This->adapters[0].monitorPoint.y = -1;
5246 This->adapters[0].driver_info.name = "Display";
5247 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5248 if(wined3d_settings.emulated_textureram) {
5249 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5251 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5254 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5256 This->adapter_count = 1;
5260 /**********************************************************
5261 * IWineD3D VTbl follows
5262 **********************************************************/
5264 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5267 IWineD3DImpl_QueryInterface,
5268 IWineD3DImpl_AddRef,
5269 IWineD3DImpl_Release,
5271 IWineD3DImpl_GetParent,
5272 IWineD3DImpl_GetAdapterCount,
5273 IWineD3DImpl_RegisterSoftwareDevice,
5274 IWineD3DImpl_GetAdapterMonitor,
5275 IWineD3DImpl_GetAdapterModeCount,
5276 IWineD3DImpl_EnumAdapterModes,
5277 IWineD3DImpl_GetAdapterDisplayMode,
5278 IWineD3DImpl_GetAdapterIdentifier,
5279 IWineD3DImpl_CheckDeviceMultiSampleType,
5280 IWineD3DImpl_CheckDepthStencilMatch,
5281 IWineD3DImpl_CheckDeviceType,
5282 IWineD3DImpl_CheckDeviceFormat,
5283 IWineD3DImpl_CheckDeviceFormatConversion,
5284 IWineD3DImpl_GetDeviceCaps,
5285 IWineD3DImpl_CreateDevice
5288 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5290 const struct wined3d_parent_ops wined3d_null_parent_ops =
5292 wined3d_null_wined3d_object_destroyed,
5295 /* Do not call while under the GL lock. */
5296 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5298 wined3d->lpVtbl = &IWineD3D_Vtbl;
5299 wined3d->dxVersion = version;
5301 wined3d->parent = parent;
5303 if (!InitAdapters(wined3d))
5305 WARN("Failed to initialize adapters.\n");
5308 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);